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------------------------------------------------------------
------------------- AMBIENT LIFE ---------------------------
------------------------------------------------------------
-- Ambient Life units are spawned from AmbientZoneMarker. It has an area where they operate,
-- a few SpawnDefs defining a range(min-max count) for each unit appearance to spawn
-- and some other parameters. Once spawned their routine is set to "Ambient" around their zone.
-- The ambient routine of an unit(during Idle command) looks for a visitible in its zone and
-- goes to execute some actions there. This can be sitting on a chair, leaning a wall, paiting a wall,
-- digging with a shovel, etc. Visitables on a map are declared as AmbientLifeMarker obecst.
-- It specifies position and orientation for the unit to take when there and also what animation to
-- play while visiting, e.g. sitting, painting, leaning. It can also specify a tool or weapon
-- to attach to the unit while there.
-- Ambient Life is spawned OnMsg.AmbientLifeSpawn and despawned OnMsg.AmbientLifeDespawn :)
-- When spawning it goes through all AmbienZoneMarker objects and calls their :Spawn() method to
-- populate the map with AL units. It also goes through all AmbineLifeMarker objects with perpetual
-- units and steals them.
-- Some of the important properties of the AmbientLifeMarker are the Teleport, AllowAL, ChanceSpawn
-- along with the Conditions and GameStatesFilter. The later two are defining whether the marker
-- is currently available for visit or not. ChanceSpawn is rolled out and when succeeds the spawned
-- unit becomes perpetual unit for this marker(no other unit can visit it anymore). For a unit to
-- become perpetual it also requires a Groups property to be defined so the marker to know from where
-- "to steal" its unit from(either AmbientZoneMarker or UnitMarker). Perpetual units usually go along
-- with the Teleport property which instructs the unit to teleport straight at the marker instead of
-- walking to there. AllowAL=false means units from AmbientZoneMarker can't use this spot(only the
-- ones spawned from UnitMarker can).
-- All the visitables are stored in g_Visitable. While visiting a marker the unit reserves the spot
-- so no other units can visit it(.reserved member in g_Visitables entry). During combat covers are also
-- considered visitable spots but their reservation system is implemented in g_CoversReserved.
------------------------------------------------------------
------------------- AMBIENT LIFE REPULSORS -----------------
------------------------------------------------------------
-- There is AmbientLifeRepulsor marker which tries to not let AL units inside its area. Units are not
-- spawned there and visitable markers are not picked inside the area. The path finding
-- also should avoid such zones while walking. Hint: use Ctrl-9 and such repulsor zone will be painted green.
----------------------------------------------------------------
--------------- DESIGNING NEW AmbientLifeMarker ----------------
----------------------------------------------------------------
-- ClassDef editor is usually used to define new AL marker behavior. The simple ones are
-- copy-pasted/duplicated from exisiting markers, e.g. AL_PlayAnimVariation. Only new properties have to
-- be changed for the new marker to work - its VisitIdle animation which says what the unit should play
-- when the marker is reached. In addition there are VisitEnter/VisitExit properties for animations to be
-- played once when entering/exiting the marker. VisitIdle can be played as long as required(indefinitely
-- for perpetual units). All this logic is implemented in AmbientLifeMarker:Visit() method and should work
-- for most markers taking care of playing animations, spawning/despawning tools and weapons, going to
-- destination spot, etc. If some more sophistaced logic is required a new :Visit() method should be coded
-- via the ClassDef editor. The most complex marker as of now should be AL_Football which spawns a secondary
-- unit(the partner), plays some logic about passing the ball and *persisting* him in the savegame.
----------------------------------------------------------------
----------------------- EFFECTS --------------------------------
----------------------------------------------------------------
-- There are some effects which can be used from the Quests and Campaigns which operate on the AL:
--
-- * ResetAmbientLife forces all Visit commands of the AL units present on the map to be restarted and
-- a new spot to be picked up
-- * ForceResetAmbientLife resets the whole AL on the map(as if using Alt-Shift-A(to toggle it twice)
-- * ScatterAmbientLife forces scripted conflict
-- * UnitsDespawnAmbientLife does as it sounds
-- * UnitsAddToAmbientLife adds a group of units to AmbientZoneMarker as if they were spawned from it
function AmbientLife_Random(self, max)
return InteractionRand(max, "AmbientLife")
end
MapVar("g_Visitables", {})
MapVar("g_VisitRepulsors", {})
MapVar("g_RebuildRepulsors", false)
DefineClass.AmbientLifeRepulsor = {
__parents = {"GridMarker"},
properties = {
{ category = "Marker", id = "Reachable", no_edit = true, default = false, },
},
apply_pass = false,
recalc_area_on_pass_rebuild = false,
}
function AmbientLifeRepulsor:Init()
table.insert(g_VisitRepulsors, self)
end
function AmbientLifeRepulsor:Done()
table.remove_entry(g_VisitRepulsors, self)
if self.apply_pass then
g_RebuildRepulsors = true
end
end
function AmbientLifeRepulsor:GetEditorTypeText()
return Untranslated("[AL Repulsor]")
end
function IsInAmbientLifeRepulsionZone(pos_or_obj, is_packed_pos)
for _, repulsor in ipairs(g_VisitRepulsors) do
if repulsor.apply_pass and repulsor:IsMarkerEnabled() then
local area = repulsor:GetAreaBox()
if is_packed_pos then
if area:Point2DInside(point_unpack(pos_or_obj)) then
return true
end
elseif area:Point2DInside(pos_or_obj) then
return true
end
end
end
end
function AmbientLifeRepulsor:RecalcAreaPositions()
local prev_area_positions = self:GetAreaPositions()
GridMarker.RecalcAreaPositions(self)
if not table.iequal(self:GetAreaPositions(), prev_area_positions) then
if self.apply_pass then
g_RebuildRepulsors = true
end
DelayedCall(0, UpdateRepulsorsPass)
end
end
function FilterPackedPositionsRepulsionZone(positions)
return table.ifilter(positions, function(_, packed_pos)
return not IsInAmbientLifeRepulsionZone(packed_pos, true)
end)
end
function UpdateRepulsorsPass()
for _, marker in ipairs(g_VisitRepulsors) do
local apply_pass = marker:GetAreaPositions() and marker:IsMarkerEnabled() or false
if marker.apply_pass ~= apply_pass then
marker.apply_pass = apply_pass
g_RebuildRepulsors = true
end
end
if g_RebuildRepulsors then
g_RebuildRepulsors = false
NetUpdateHash("UpdateRepulsorsPass:UpdatePassType")
UpdatePassType()
MapForEachMarker("GridMarker", nil, GridMarker.ResetRepulseAreaPositions)
end
end
MapGameTimeRepeat("AmbientLifeRepulsor", 1000, UpdateRepulsorsPass)
-- a Visitable is a table of the form { id, ... }
-- id is one of the Visit prgs; the rest of the table is parameters needed for it to be completed
-- the parameters must be serializable via the StoreBehaviorParamTbl/RestoreBehaviorParamTbl functions, if necessary - extend them
-- in particular, any objects need to be serialized as handles
DefineClass.AmbientLifeMarker = {
__parents = {"EditorMarker", "AppearanceObject", "GameDynamicDataObject", "EditorTextObject",
"EditorSelectedObject", "EditorCallbackObject"},
properties = {
{category = "Ambient Life", id = "Teleport", name = "Teleport", editor = "bool", default = true,
help = "If true the unit teleports to the spot, otherwise it walks to there",
},
{category = "Ambient Life", id = "AllowAL", name = "Allow AL", editor = "bool", default = true,
help = "If false normal AL units(from Ambient Zones) can't use this spot. However if the marker manages to steal perpetual unit this flag is ignored!",
},
{category = "Ambient Life", id = "VisitEnter", name = "Entering Visit", editor = "combo",
default = "", items = function(obj) return obj:GetStatesTextTable() end,
},
{category = "Ambient Life", id = "VisitIdle", name = "During Visit", editor = "dropdownlist",
default = "idle", items = function(obj) return obj:GetStatesTextTable() end,
},
{category = "Ambient Life", id = "VisitVariation", name = "During Visit Variation",
editor = "bool", default = false,
},
{category = "Ambient Life", id = "VisitExit", name = "Exiting Visit", editor = "combo",
default = "", items = function(obj) return obj:GetStatesTextTable() end,
},
{category = "Ambient Life", id = "VisitMinDuration", name = "Visit Min Duration", editor = "number",
default = false, scale = "sec",
help = "Spends at least that much at the marker by looping the VisitIdle animation. Can be greater if animations are longer.",
},
{category = "Ambient Life", id = "VisitAlternateChance", name = "Visit Alternate Chance",
editor = "number", default = 0, min = 0, max = 100, slider = true,
},
{category = "Ambient Life", id = "VisitAlternate", name = "During Visit Alternate",
editor = "dropdownlist", default = "idle", items = function(obj) return obj:GetStatesTextTable() end,
no_edit = function(self) return self.VisitAlternateChance == 0 end,
},
{category = "Ambient Life", id = "VisitAlternateVariation",
name = "During Visit Alternate Variation", editor = "bool", default = false,
no_edit = function(self) return self.VisitAlternateChance == 0 end,
},
{category = "Ambient Life", id = "EmotionChance", name = "Chance for Emotion",
editor = "number", default = 0, min = 0, max = 100, slider = true,
no_edit = function(self) return self.VisitAlternateChance == 0 end,
},
{category = "Ambient Life", id = "EmotionAnimation", name = "Emotion",
editor = "combo", default = "civ_Ambient_Angry", items = function(obj)
return {"civ_Ambient_Angry", "civ_Ambient_Cheering", "civ_Ambient_SadCrying"}
end,
no_edit = function(self) return self.EmotionChance == 0 end,
},
{category = "Ambient Life", id = "EmotionVariation", default = false,
name = "During Visit Alternate Variation", editor = "bool",
no_edit = function(self) return self.EmotionChance == 0 end,
},
{category = "Ambient Life", id = "Conditions", name = "Conditions", editor = "nested_list",
base_class = "Condition", default = false, help = "Conditions to check periodically" },
{category = "Ambient Life", id = "GameStatesFilter", name = "States Required for Activation",
editor = "set", three_state = true,
default = set_neg("Conflict", "DustStorm", "FireStorm", "RainHeavy"),
items = function() return GetGameStateFilter() end,
help = "Map states requirements for the AL marker to be active.",
},
{category = "Ambient Life", id = "ToolEntity", name = "Tool Entity", editor = "dropdownlist",
items = function() return GetAllEntitiesComboItems() end, default = "",
help = "Tool to be attached during the visit",
},
{category = "Ambient Life", id = "ToolAutoAttachMode", name = "Tool Auto Attach Mode", editor = "dropdownlist",
items = function(obj) return GetEntityAutoAttachModes(nil, obj.ToolEntity) or {} end, default = false,
},
{category = "Ambient Life", id = "ToolSpot", name = "Tool Spot", editor = "combo",
items = {"Weaponr", "Weaponl", "Wristr", "Wristl", "Origin"}, default = "Weaponr",
help = "Where the tool should be attached to",
},
{category = "Ambient Life", id = "ToolAttachOffset", name = "Tool Attach Offset", editor = "point",
default = false,
help = "An offset from the specified spot to attach the tool to.",
},
{ category = "Ambient Life", id = "ToolColors", name = "Tool Colors", editor = "nested_obj",
base_class = "ColorizationPropSet",
inclusive = true,
default = false,
},
{category = "Ambient Life", id = "Weapon", name = "Weapon", editor = "preset_id", default = "",
preset_class = "InventoryItemCompositeDef", preset_filter = function (preset, obj)
return preset.group and preset.group:starts_with("Firearm")
end,
},
{category = "Ambient Life", id = "ChanceSpawn", name = "Chance of Spawning",
editor = "number", default = 0, min = 0, max = 100, slider = true,
},
{category = "Ambient Life", id = "Groups", name = "Groups", editor = "string_list", default = false,
items = function()
local items = table.keys2(Groups or empty_table, "sorted")
table.insert(items, 1, "Closest AmbientZoneMarker")
return items
end,
},
{category = "Ambient Life", id = "Ephemeral", name = "Ephemeral", editor = "bool", default = true,
no_edit = function(self) return self.ChanceSpawn == 0 end,
help = "When the time to re-spawm the AL on the map perpetual units are kicked out if this flag is set and new ones are tried to be stolen. Otherwise the units are kept there",
},
{category = "Ambient Life", id = "AttractGender", name = "Attract Gender", editor = "dropdownlist",
default = "Both", items = {"Both", "Male", "Female"},
},
{category = "Ambient Life", id = "IgnoreGroupsMatch", name = "Ignore Groups Match", editor = "bool",
default = false, help = "If checked matching AL_ prefix group match between the unit and marker is skipped",
},
{category = "Ambient Life", id = "VisitSupportCollection", name = "Visit Support Set",
editor = "objects", base_class = "Object", default = false,
help = "At least ONE Object in the set must be intact for the marker to be visitable",
},
-- editor & debug properties
{category = "Ambient Life Editor", id = "IgnoreVisitSupportVME", name = "Ignore Visit support VME",
editor = "bool", default = false,
help = "If you are sure the support collection can't be destroyed and is properly position you can turn off the VME for this class",
},
{category = "Ambient Life Editor", id = "EditorMarkerVisitAnim", name = "Editor Marker Visit Anim", editor = "dropdownlist",
default = false, items = function(obj) return obj:GetStatesTextTable() end,
},
{category = "Ambient Life Editor", id = "VisitPose", name = "Visit Pose", editor = "number",
default = 0, slider = true, min = 0,
max = function(obj)
return GetAnimDuration(obj:GetEntity(), obj.EditorMarkerVisitAnim or obj.VisitIdle) - 1
end,
help = "This is just for edit/debug purposed only for easier distinguishing which VisitIdle animation will be played at the marker",
},
{category = "Ambient Life Editor", id = "ViewPerpetual", editor = "buttons", default = false,
no_edit = function(self) return not self.perpetual_unit end,
buttons = {
{ name = "View Perpetual Unit", func = function(self)
ViewObject(self.perpetual_unit)
end},
{ name = "Select Perpetual Unit", func = function(self)
editor.ClearSel()
editor.AddObjToSel(self.perpetual_unit)
end},
},
},
-- hidden overridden properties
{id = "StateCategory"},
{id = "StateText"},
{id = "animWeight"},
{id = "animBlendTime"},
{id = "anim2"},
{id = "anim2BlendTime"},
},
editor_text_offset = point(0, 0, 250 * guic),
editor_text_style = "AmbientLifeMarker",
tool_attached = false,
perpetual_unit = false,
steal_activated = false,
destlock = false,
Random = AmbientLife_Random,
VisitSupportCollectionVME = false,
}
function AmbientLifeMarker:Init()
if self.Weapon ~= "" and self.ToolEntity ~= "" then
StoreErrorSource(self, "AmbientLifeMarker can't specify both Tool and Weapon to attach!")
end
local appearance = self.Appearance ~= "" and self.Appearance or "Legion_Jose"
self:ApplyAppearance(appearance)
self:SetAnimPose(self.EditorMarkerVisitAnim or self.VisitIdle, self.VisitPose)
end
function AmbientLifeMarker:GetGroupsText()
if not self.Groups then return "" end
return table.concat(self.Groups, ",")
end
function AmbientLifeMarker:GetEditorText()
local text = T{Untranslated("<style GedName><class></style> <GroupsText>"), self}
if self.Teleport then
text = text .. Untranslated("\n\tTeleport")
end
if self.VisitSupportCollection then
local count = #self.VisitSupportCollection
if count == 1 then
text = text .. Untranslated("\n\t1 CombatObject in Visit Support Collection")
else
text = text .. T{Untranslated("\n\t<count> CombatObjects in Visit Support Collection"), count = count}
end
end
return text
end
function AmbientLifeMarker:GetVisitable()
local visitable, idx = table.find_value(g_Visitables, 1, self)
return visitable, idx
end
function AmbientLifeMarker:EditorCallbackPlace()
table.insert(g_Visitables, self:GenerateVisitable())
end
function AmbientLifeMarker:EditorCallbackDelete()
local visitable, idx = self:GetVisitable()
if visitable then
table.remove(g_Visitables, idx)
if visitable.reserved then
local unit = HandleToObject[visitable.reserved]
if IsValid(unit) and not unit:IsDead() then
unit:SetCommand(false)
end
end
end
end
AmbientLifeMarker.EditorCallbackMove = AmbientLifeMarker.RebuildVisitable
AmbientLifeMarker.EditorCallbackRotate = AmbientLifeMarker.RebuildVisitable
AmbientLifeMarker.EditorCallbackScale = AmbientLifeMarker.RebuildVisitable
function AmbientLifeMarker:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "VisitPose" or prop_id == "VisitIdle" or prop_id == "EditorMarkerVisitAnim" then
self:SetAnimPose(self.EditorMarkerVisitAnim or self.VisitIdle, self.VisitPose)
elseif prop_id == "ChanceSpawn" then
if self.ChanceSpawn == 100 then
self:SetProperty("AllowAL", false)
end
elseif prop_id == "VisitAlternateChance" then
if self.VisitAlternateChance == 0 then
local prop_meta = self:GetPropertyMetadata("VisitAlternate")
self:SetProperty("VisitAlternate", prop_meta.default)
end
elseif prop_id == "EmotionChance" then
if self.EmotionChance == 0 then
local prop_meta = self:GetPropertyMetadata("EmotionAnimation")
self:SetProperty("EmotionAnimation", prop_meta.default)
end
else
AppearanceObject.OnEditorSetProperty(self, prop_id)
end
end
function AmbientLifeMarker:EditorEnter()
EditorMarker.EditorEnter(self)
self:SetAnimPose(self.EditorMarkerVisitAnim or self.VisitIdle, self.VisitPose)
end
function AmbientLifeMarker:EditorSelect(selected)
if selected then
self.anim_speed = 1000
self:ValidateVisitSupportCollection()
if self.VisitSupportCollection then
editor.AddToSel(self.VisitSupportCollection, "dont_notify")
end
else
if IsValid(self) then
self:SetAnimPose(self.EditorMarkerVisitAnim or self.VisitIdle, self.VisitPose)
end
end
end
function AmbientLifeMarker:SpawnTool(unit, tool_orient_time)
if not unit:HasSpot(self.ToolSpot) then return end
local spot = unit:GetSpotBeginIndex(self.ToolSpot)
local attach_angle = 0
if (tool_orient_time or 0) > 0 then
if IsValid(self.tool_attached) then
local spot_pos, spot_angle, spot_axis = unit:GetSpotLoc(unit:GetState(), unit:GetAnimPhase(1) + tool_orient_time, spot)
-- this is a solution for the only carry object we have.
-- a general solution could select from object Carry spots and align with it (choose closest spot angle)
if self.tool_attached:AngleToObject(unit) < 0 then
attach_angle = 180*60
end
self.tool_attached:SetAxis(spot_axis, tool_orient_time)
self.tool_attached:SetAngle(spot_angle + attach_angle, tool_orient_time)
end
Sleep(tool_orient_time)
end
if not IsValid(self.tool_attached) then
self.tool_attached = false
if self.ToolEntity == "" and self.Weapon == "" then return end
if self.ToolEntity ~= "" then
self.tool_attached = PlaceObject(self.ToolEntity)
if IsKindOf(self.tool_attached, "CombatObject") then
self.tool_attached:InitFromMaterial() -- otherwise .HitPoints=-1 and tool is considered dead
end
if self.ToolColors then
self.tool_attached:SetColorization(self.ToolColors)
end
if self.ToolAutoAttachMode then
self.tool_attached:SetAutoAttachMode(self.ToolAutoAttachMode)
end
else
local weapon_item = PlaceInventoryItem(self.Weapon)
if weapon_item then
self.tool_attached = weapon_item:CreateVisualObj()
end
end
end
self.tool_attached:SetApplyToGrids(false)
self.tool_attached:ClearEnumFlags(const.efCollision)
unit:Attach(self.tool_attached, spot)
self.tool_attached:SetAttachAngle(attach_angle)
if self.ToolAttachOffset then
self.tool_attached:SetAttachOffset(self.ToolAttachOffset)
end
end
function AmbientLifeMarker:DespawnTool()
if not IsValid(self.tool_attached) then return end
self.tool_attached:Detach()
self.tool_attached:SetApplyToGrids(true)
if self:IsKindOf("AL_Carry") then
self.tool_attached:SetPos(self:GetPos())
self.tool_attached:SetAxisAngle(axis_z, 0)
self.tool_attached:SetObjectMarking(-1)
self.tool_attached:ClearHierarchyGameFlags(const.gofObjectMarking)
else
DoneObject(self.tool_attached)
self.tool_attached = false
end
end
function AmbientLifeMarker:GenerateVisitable()
return {self}
end
function AmbientLifeMarker:MatchConditionsAndGameStates()
return EvalConditionList(self.Conditions) and MatchGameState(self.GameStatesFilter)
end
function AmbientLifeMarker:CanVisit(unit, for_perpetual, dont_check_dist)
if not self:IsVisitSupportCollectionAlive() then
return false -- any of the objects we care about is destroyed
end
if self.AttractGender ~= "Both" then
if unit.gender ~= self.AttractGender then
return false
end
end
if not g_Combat and IsOccupiedExploration(unit, self:GetPosXYZ()) then
local occupied_by = MapGetFirst(self, 0, "Unit", function(u, unit)
return u ~= unit and select(3, u:GetPosXYZ()) == select(3, unit:GetPosXYZ())
end, unit)
if occupied_by then
return false
end
end
for_perpetual = for_perpetual or self.perpetual_unit == unit
if for_perpetual or self.AllowAL or (not self.AllowAL and not unit:IsAmbientUnit()) then
if not self:MatchConditionsAndGameStates() then
return false
end
if not for_perpetual then
local check_ignore_dist = not dont_check_dist and (not unit.zone or unit.zone.MinRoamDist >= 0)
if check_ignore_dist and IsCloser2D(self, unit, const.AmbientLife.VisitIgnoreRange) then
return false
end
end
if not unit.visit_test and not (self.IgnoreGroupsMatch or unit:GroupsMatch(self)) then
return false
end
if not IsValidAnim(unit, self.VisitIdle) or unit:GetAnimDuration(self.VisitIdle) == 0 then
return false
end
return true
end
end
function AmbientLifeMarker:GotoEnterSpot(unit, dest)
local distance = 0
if self:IsKindOf("AL_Carry") then
local phase = unit:GetAnimMoment(self.VisitEnter, "hit")
if (phase or 0) > 0 then
distance = unit:GetVisualDist2D(unit:GetSpotLocPosXYZ(self.VisitEnter, phase, unit:GetSpotBeginIndex(self.ToolSpot)))
end
end
if unit.teleport_allowed_once then
unit.teleport_allowed_once = false
local angle = self:GetAngle()
unit:SetPos(RotateRadius(distance, angle, dest, true))
unit:SetAngle(angle)
self:SpawnTool(unit)
else
local remove_pfflags = unit:GetPathFlags(const.pfmVoxelAligned | const.pfmDestlock | const.pfmDestlockSmart)
unit:ChangePathFlags(0, remove_pfflags)
unit:PushDestructor(function(self)
if IsValid(self) then
self:ChangePathFlags(remove_pfflags)
end
end)
local finished
if distance == 0 then
finished = unit:GotoSlab(dest)
else
finished = unit:GotoSlab(dest, distance)
end
unit:PopAndCallDestructor()
if not finished then
return
end
end
return unit.visit_test or self:MatchConditionsAndGameStates()
end
function AmbientLifeMarker:ApplyVisitEnterStepVectorAngle(unit, dest, lookat, angle)
if (self.VisitEnter or "") == "" then return end
angle = angle or (lookat and CalcOrientation(unit, lookat) or self:GetAngle())
unit:SetPos(dest + unit:GetStepVector(self.VisitEnter, angle))
unit:SetAngle(angle + unit:GetStepAngle(self.VisitEnter))
end
function AmbientLifeMarker:Enter(unit, dest, lookat)
local angle = lookat and CalcOrientation(unit, lookat) or self:GetAngle()
if (self.VisitEnter or "") == "" then
unit:SetPos(dest)
if not IsKindOf(self, "AL_Roam") or not self.DontReorient then
local adiff = AngleDiff(unit:GetVisualAngle(), angle)
if abs(adiff) > 5 * 60 then
unit:AnimatedRotation(angle)
end
end
return
end
if unit.perpetual_marker and unit.teleport_allowed_once then
unit.teleport_allowed_once = false
self:ApplyVisitEnterStepVectorAngle(unit, dest, lookat, angle)
return
end
self.destlock = PlaceObject("Destlock")
self.destlock:SetPos(self:IsKindOf("AL_Carry") and self.CarryDestination or dest)
pf.SetDestlockRadius(self.destlock, unit:GetDestlockRadius())
unit:SetState(self.VisitEnter)
PlayFX(string.format("Anim:%s", self:GetStateText()), "start", unit)
if self:IsKindOf("AL_Carry") then
local time = unit:TimeToMoment(1, "hit") or 0
unit:SetAngle(angle, Min(200, time))
local tool_orient_time = Min(200, time)
Sleep(time - tool_orient_time)
self:SpawnTool(unit, tool_orient_time)
Sleep(unit:TimeToAnimEnd())
return
end
self:SpawnTool(unit)
unit:AnimatedRotation(angle)
unit:SetState(self.VisitEnter)
unit:SetTargetDummyFromPos()
local step_angle = unit:GetStepAngle()
local duration = unit:TimeToAnimEnd()
unit:SetPos(dest + unit:GetStepVector(self.VisitEnter, angle), duration)
local steps = 2
for i = 1, steps do
local t = duration * i / steps - duration * (i - 1) / steps
local a = angle + step_angle * i / steps
unit:SetAngle(a, t)
Sleep(t)
end
end
function AmbientLifeMarker:OnVisitAnimEnded(unit)
-- you can hook here to do some stuff, e.g. steal items from corpse's inventory - see AL_Maraud
end
function AmbientLifeMarker:StartVisit(unit, visit_duration)
local randomize_phase = unit.perpetual_marker and "randomize phase"
repeat
local start_time = GameTime()
self:SetVisitAnimation(unit, randomize_phase)
randomize_phase = false
self:SpawnTool(unit)
Sleep(unit:TimeToAnimEnd())
self:OnVisitAnimEnded(unit)
visit_duration = visit_duration + GameTime() - start_time
local visit_finished = not self.VisitMinDuration or visit_duration >= self.VisitMinDuration
until (not self.perpetual_unit) and visit_finished or (not self:CanVisit(unit, nil, "don't check dist"))
end
function AmbientLifeMarker:ExitVisit(unit)
if IsValid(unit) then
unit:SetCommandParamValue(unit.command, "move_style", nil)
if (self.VisitExit or "") ~= "" and IsValidAnim(unit, self.VisitExit) then
unit:SetState(self.VisitExit)
local combat_anim_speed = 2000
if unit.command == "EnterCombat" then
unit:SetAnimSpeed(1, combat_anim_speed)
end
local time = unit:TimeToAnimEnd(1)
unit:SetPos(unit:GetPos() + unit:GetStepVector(), time)
unit:SetAngle(unit:GetAngle() + unit:GetStepAngle(), time)
local wait_time = IsMerc(unit) and (unit:TimeToMoment(1, "end") or Max(0, time - 300)) or time
if unit.command == "EnterCombat" then
Sleep(wait_time)
elseif WaitMsg("CombatStarting", wait_time) or unit.command == "EnterCombat" then
if IsValid(unit) then -- WaitMsg above
unit:SetAnimSpeed(1, combat_anim_speed)
time = unit:TimeToAnimEnd(1)
wait_time = IsMerc(unit) and (unit:TimeToMoment(1, "end") or Max(0, time - 300)) or time
unit:SetPos(unit:GetPos(), time)
unit:SetAngle(unit:GetAngle(), time)
Sleep(wait_time)
end
end
if self.tool_attached then
self:DespawnTool()
end
if wait_time < time then
Sleep(unit:TimeToAnimEnd())
end
end
end
if self.tool_attached then
self:DespawnTool()
end
if self.destlock then
if IsValid(unit) then
if (GameState.Combat or GameState.Conflict) and not self:IsKindOf("AL_Carry") then
unit:SetPos(self.destlock:GetPos())
end
end
DoneObject(self.destlock)
self.destlock = false
end
end
function AmbientLifeMarker:Visit(unit, dest, lookat, already_in_perpetual)
dest = dest or self:GetPos()
-- going to the marker spot
unit.visit_reached = false
unit:ReserveVisitable(self:GetVisitable())
local start_time = GameTime()
unit:PushDestructor(function()
self.perpetual_unit = false
unit:FreeVisitable()
end)
unit:SetCommandParamValue("Visit", "move_style", nil)
if not already_in_perpetual and not self:GotoEnterSpot(unit, dest) then
if start_time == GameTime() then
unit:IdleRoutine_StandStill(3000)
end
unit:PopAndCallDestructor()
return
end
if not self:CanVisit(unit, nil, "don't check dist") then
-- meanwhile can become not visitable, e.g. support collection destroyed
unit:PopAndCallDestructor()
return
end
unit:PopDestructor()
-- prepare the unbreakable exit from the marker
local is_carry_marker = self:IsKindOf("AL_Carry")
unit:PushDestructor(function()
unit:SetTargetDummy(false)
self.perpetual_unit = false
PlayFX(string.format("Anim:%s", self:GetStateText()), "end", unit)
if IsValid(unit) and not unit:IsDead() then
self:ExitVisit(unit)
end
unit:FreeVisitable()
if is_carry_marker then
unit:SetCommandParamValue("Visit", "move_style", nil)
end
end)
start_time = GameTime()
unit.visit_reached = not is_carry_marker
if already_in_perpetual then
if not is_carry_marker then
self:ApplyVisitEnterStepVectorAngle(unit, dest, lookat, not IsKindOf(self, "AL_SitChair") and self:GetAngle() or nil)
end
else
self:Enter(unit, dest, lookat)
end
if not self:CanVisit(unit, nil, "don't check dist") then
-- meanwhile can become not visitable, e.g. support collection destroyed
unit:PopAndCallDestructor()
return
end
-- actual visit
if is_carry_marker then
local move_style = GetAnimationStyle(unit, self.MoveStyle) or GetAnimationStyle(unit, "Walk_Carry")
if move_style then
unit:SetCommandParamValue(unit.command, "move_style", move_style.Name)
end
else
if not already_in_perpetual then
self:StartVisit(unit, GameTime() - start_time)
end
end
if unit.perpetual_marker then
if is_carry_marker then
-- carry only once and forget about being perpetual
unit:GotoSlab(self.CarryDestination)
unit.perpetual_marker = false
self.perpetual_unit = false
else
while unit.perpetual_marker == self and self:CanVisit(unit) do
self:SetVisitAnimation(unit)
Sleep(unit:TimeToAnimEnd())
self:OnVisitAnimEnded(unit)
end
end
else
if is_carry_marker then
unit:GotoSlab(self.CarryDestination)
end
end
if start_time == GameTime() then
unit:IdleRoutine_StandStill(3000)
end
-- unbreakable exit from the marker
unit:PopAndCallDestructor()
end
function AmbientLifeMarker:IsLucky(chance)
return (chance > 0) and self:Random(100) < chance
end
function AmbientLifeMarker:GetBaseAnimVariation()
local original = not self:IsLucky(self.VisitAlternateChance)
local emotion = not original and self:IsLucky(self.EmotionChance)
local base_anim = original and self.VisitIdle or
(emotion and self.EmotionAnimation or self.VisitAlternate)
local variation = original and self.VisitVariation or
(emotion and self.EmotionVariation or self.VisitAlternateVariation)
return base_anim, variation
end
function AmbientLifeMarker:SetVisitAnimation(unit, randomize_phase)
local base_anim, variation = self:GetBaseAnimVariation()
local anim, phase
if variation then
anim, phase = unit:GetNearbyUniqueRandomAnim(base_anim)
if not randomize_phase then
phase = 0
end
else
anim, phase = base_anim, 0
end
local same_anim = unit:GetStateText() == anim
local crossfade = IsKindOf(self, "AL_Roam") and -1 or 0
unit:SetState(anim, 0, crossfade)
if same_anim then
if unit:GetAnimMomentsCount(anim, "start") > 0 then
unit:OnAnimMoment("start", anim)
end
end
if phase > 0 then
unit:SetAnimPhase(1, phase)
end
unit:SetTargetDummyFromPos()
end
function AmbientLifeMarker:CanSpawn()
return self:IsPerpetual() and self:MatchConditionsAndGameStates()
end
function AmbientLifeMarker:GetClosestClassFromGroup(classes, group)
local objects = Groups[group]
local closest, closest_dist
for _, obj in ipairs(objects) do
if IsKindOfClasses(obj, classes) then
local is_zone = IsKindOf(obj, "AmbientZoneMarker")
if (not is_zone and not obj.perpetual_marker and not obj:IsDead() and not obj:IsDefeatedVillain() and self:CanVisit(obj, "for perpetual") and not IsSetpieceActor(obj)) or (is_zone and obj:CanSpawn()) then
if not closest then
closest, closest_dist = obj, obj:GetDist(self)
else
local dist = obj:GetDist(self)
if dist < closest_dist then
closest, closest_dist = obj, dist
end
end
end
end
end
return closest
end
local function filter_can_spawn_zone(zone)
return zone:CanSpawn()
end
function AmbientLifeMarker:GetSpawnedUnit()
local group
for _, grp in ipairs(self.Groups) do
if not grp:starts_with("AL_") then
group = grp
break
end
end
local zone
if group == "Closest AmbientZoneMarker" then
local pos = self:GetPos()
local x, y = terrain.GetMapSize()
local radius = (x > y) and x or y
zone = MapFindNearest(pos, pos, radius, "AmbientZoneMarker", filter_can_spawn_zone)
if not zone then
StoreErrorSource(self, "Can't find AmbientZoneMarker around which can spawn to steal from")
end
else
local obj = self:GetClosestClassFromGroup({"Unit", "AmbientZoneMarker"}, group or self.Groups[1])
if IsKindOf(obj, "Unit") then
return obj
end
zone = obj
end
return zone and zone:GetUnitForMarker(self)
end
function AmbientLifeMarker:StealSpawnedUnit()
if self.perpetual_unit then return end
self.steal_activated = true
self.perpetual_unit = self:GetSpawnedUnit() or false
if not self.perpetual_unit then return end
self.perpetual_unit.teleport_allowed_once = self.Teleport
self.perpetual_unit.perpetual_marker = self
local visitable = self:GetVisitable()
local old_visitable = self.perpetual_unit:GetVisitable()
if old_visitable == visitable then
return
end
if old_visitable then
self.perpetual_unit:FreeVisitable(old_visitable)
end
if visitable.reserved then
local unit = HandleToObject[visitable.reserved]
if unit then
unit:FreeVisitable(visitable)
unit:SetBehavior()
unit:SetCommand(false)
end
end
self.perpetual_unit:ReserveVisitable(visitable)
if g_Combat then
-- only set the behavior, the unit is currently busy being afraid from the ongoing combat
self.perpetual_unit:SetBehavior("Visit", {visitable})
else
self.perpetual_unit:SetCommand("Visit", visitable)
end
end
function AmbientLifeMarker:Spawn()
if self.Ephemeral then
if self.perpetual_unit then
self.perpetual_unit:SetBehavior()
self.perpetual_unit:SetCommand(false)
self.perpetual_unit = false
end
end
self:StealSpawnedUnit()
end
function AmbientLifeMarker:Despawn()
if self.perpetual_unit then
if IsValid(self.perpetual_unit) and not IsBeingDestructed(self.perpetual_unit) then
self.perpetual_unit:FreeVisitable()
self.perpetual_unit:SetBehavior()
self.perpetual_unit:SetCommand("Idle")
end
self.perpetual_unit.perpetual_marker = false
self.perpetual_unit = false
end
end
function AmbientLifeMarker:GetDynamicData(data)
data.perpetual_unit = self.perpetual_unit and self.perpetual_unit.handle or nil
data.steal_activated = self.steal_activated or nil
data.tool_attached = self.tool_attached and true or nil -- NOTE: not permament object so needs respawning
end
function AmbientLifeMarker:SetDynamicData(data)
self.perpetual_unit = data.perpetual_unit and HandleToObject[data.perpetual_unit] or false
self.steal_activated = data.steal_activated or false
self.tool_attached = data.tool_attached or false -- NOTE: not permament object so needs respawning
end
function AmbientLifeMarker:IsPerpetual()
return self.Groups and self.ChanceSpawn > 0
end
function AmbientLifeMarker:IsToolDestroyed()
if self.ToolEntity == "" then return end
local tool = self.tool_attached
return IsValid(tool) and IsKindOf(tool, "CombatObject") and tool:IsDead()
end
function AmbientLifeMarker:EditorGetText()
local sup_col_dead
if not self:IsVisitSupportCollectionAlive("all") then
sup_col_dead = string.format("All associated combat object(s) are destroyed!")
end
if not self:IsVisitSupportCollectionAlive() then
sup_col_dead = string.format("Some associated combat object(s) are destroyed!")
end
local cond_text
local context = {}
for i, condition in ipairs(self.Conditions) do
if not condition:Evaluate(self, context) then
cond_text = string.format("%s: false", TDevModeGetEnglishText(condition:GetEditorView()))
end
end
local avoid_text = IsInAmbientLifeRepulsionZone(self) and "In Repulsion Zone"
if sup_col_dead or cond_text or avoid_text then
local pre_conditions = {}
if sup_col_dead then
table.insert(pre_conditions, sup_col_dead)
end
if cond_text then
table.insert(pre_conditions, cond_text)
end
if avoid_text then
table.insert(pre_conditions, avoid_text)
end
return table.concat(pre_conditions, "\n")
end
local perpetual = self:IsPerpetual() and string.format("(Perpetual: %d%%)", self.ChanceSpawn) or ""
local text = string.format("AL %s Visit%s", self.AllowAL and "CAN" or "CAN'T", perpetual)
local game_states = MatchGameState(self.GameStatesFilter)
local conditions = EvalConditionList(self.Conditions)
if not game_states or not conditions then
if not game_states then
local mismatch_states = {"Mismatch States:"}
for state, active in pairs(self.GameStatesFilter) do
local game_state_active = not not GameState[state]
if active ~= game_state_active then
table.insert(mismatch_states, state)
end
end
text = string.format("%s\n%s", text, table.concat(mismatch_states, " "))
end
if not conditions then
local mismatch_conditions = {"Mismatch Conditions:"}
for _, condition in ipairs(self.Conditions) do
local ok, result = procall(condition.__eval, condition)
if not ok then
table.insert(mismatch_conditions, condition:GetEditorView())
end
if condition.Negate then
result = not result
end
if not result then
table.insert(mismatch_conditions, "NOT " .. condition:GetEditorView())
end
end
text = string.format("%s\n%s", text, table.concat(mismatch_conditions, " "))
end
else
if self:IsPerpetual() then
local action_text = self.perpetual_unit and "Stolen from:" or "No Free Units to Steal From:"
local unit = self:GetSpawnedUnit()
text = string.format("%s\n%s %s[%s](for %s anim)", text, action_text, self.Groups[1], unit and unit.class or "???", self.VisitIdle)
end
end
return text
end
function AmbientLifeMarker:EditorGetTextColor()
local pre_conditions_ok =
self:IsVisitSupportCollectionAlive() and
not IsInAmbientLifeRepulsionZone(self)
if pre_conditions_ok then
local context = {}
for i, condition in ipairs(self.Conditions) do
if not condition:Evaluate(self, context) then
pre_conditions_ok = false
break
end
end
end
local perpetual_ok = self:IsPerpetual() == not not self.perpetual_unit
local match = self:MatchConditionsAndGameStates()
return (pre_conditions_ok and self.AllowAL and match and perpetual_ok) and const.clrGreen or const.clrRed
end
function AmbientLifeMarker:GetRootColIndex()
local root_collection = self:GetRootCollection()
return root_collection and root_collection.Index or 0
end
function AmbientLifeMarker:GetCollectionLeader()
local col_idx = self:GetRootColIndex()
if col_idx == 0 then return self end
local leader = self
MapForEach("map", "collection", col_idx, true, "AmbientLifeMarker", function(marker)
leader = (marker.handle < leader.handle) and marker or leader
end)
return leader
end
function AmbientLifeMarker:IsCollectionLeader()
return self:GetCollectionLeader() == self
end
function AmbientLifeMarker:SpawnCollection()
if self:Random(100) >= self.ChanceSpawn then return end -- one chance for the whole collection
self:Spawn()
local col_idx = self:GetRootColIndex()
if col_idx == 0 then
return
end
local markers = MapGet("map", "collection", col_idx, true, "AmbientLifeMarker", function(marker)
return marker ~= self
end)
for _, marker in ipairs(markers) do
marker.steal_activated = self.steal_activated
if marker.ChanceSpawn ~= self.ChanceSpawn then
StoreErrorSource(self, "AL markers in collection should have the same ChanceSpawn!")
end
end
if not self.perpetual_unit then return end -- the rest of the collection don't get unit too
for _, marker in ipairs(markers) do
marker:Spawn()
end
end
function AmbientLifeMarker:CreateVisitSupportCollection()
self.VisitSupportCollection = {}
for _, obj in ipairs(editor.GetSel() or empty_table) do
if IsKindOf(obj, "Object") and IsValid(obj) and not IsKindOf(obj, "AmbientLifeMarker") then
table.insert(self.VisitSupportCollection, obj)
end
end
end
function AmbientLifeMarker:RemoveVisitSupportCollection()
if self.VisitSupportCollection then
editor.RemoveFromSel(self.VisitSupportCollection)
self.VisitSupportCollection = false
end
end
function AmbientLifeMarker:ValidateVisitSupportCollection()
local collection = self.VisitSupportCollection
if not collection then return end
for i = #collection, 1, -1 do
local obj = collection[i]
if not IsValid(obj) or IsKindOf(obj, "AmbientLifeMarker") then
table.remove(collection, i)
end
end
if #collection == 0 then
self.VisitSupportCollection = false
end
end
-- if any/all of objects is dead then is not visitable
function AmbientLifeMarker:IsVisitSupportCollectionAlive(bAll)
self:ValidateVisitSupportCollection()
if not self.VisitSupportCollection then
return true
end
for _, obj in ipairs(self.VisitSupportCollection) do
local is_dead = IsKindOf(obj, "CombatObject") and obj:IsDead()
if bAll and not is_dead then
return true
end
if not bAll and is_dead then
return false
end
end
return not bAll
end
function AmbientLifeMarker:IsInVisitSupportCollection(obj)
if self.VisitSupportCollection then
return not not table.find(self.VisitSupportCollection, obj)
end
end
function AmbientLifeMarker:VME_CheckImpassable(pt)
if self:IsPerpetual() or self.Teleport or GetPassSlab(pt or self) then
return
end
StoreErrorSource(self, "AmbientLifeMarker Goto position is on impassable!")
end
function AmbientLifeMarker:VME_CheckWalkableZ(pt)
if self:IsPerpetual() or self.Teleport then
return
end
local z = pt and pt:z() or not pt and select(3, self:GetPosXYZ())
if z and z < terrain.GetHeight(pt or self) then
StoreErrorSource(self, "AmbientLifeMarker Goto position is below walkable Z!")
end
end
function AmbientLifeMarker:VME_CheckProperties()
if self.ChanceSpawn > 0 and (not self.Groups or not next(self.Groups) or not self.Groups[1] or self.Groups[1] == "") then
StoreErrorSource(self, "AmbientLifeMarker is perpetual but property 'Groups' to steal from is not specified!")
end
local entity_name = self:GetProperty("ToolEntity")
local entity = g_Classes[entity_name]
if entity and not IsKindOf(entity, "ComponentCustomData") then
StoreWarningSource(self, string.format("AmbientLifeMarker has an attachable entity %s which does not inherit ComponentCustomData. Add ComponentCustomData as its parent class in the ArtSpecEditor.", entity_name))
end
end
function AmbientLifeMarker:VME_Checks(pt)
self:VME_CheckImpassable(pt)
self:VME_CheckWalkableZ(pt)
self:VME_CheckProperties()
if self.VisitSupportCollectionVME and not self.IgnoreVisitSupportVME then
if #(self.VisitSupportCollection or empty_table) == 0 then
StoreErrorSource(self, "This marker needs non-empty Visit Support Set!")
end
end
end
function AmbientLifeMarker:GetError()
if self:IsPerpetual() then
self:GetSpawnedUnit()
end
local collection_error
local col_idx = self:GetRootColIndex()
if col_idx ~= 0 then
MapForEach("map", "collection", col_idx, true, "AmbientLifeMarker", function(other)
if self.ChanceSpawn ~= other.ChanceSpawn then
collection_error = "AL markers in the same collection should have the same ChanceSpawn!"
return "break"
end
end)
end
if collection_error then
return collection_error
end
end
OnMsg.ValidateMap = ValidateGameObjectProperties("AmbientLifeMarker")
local function GetClosestVisitable(pos, ignore_reserved)
local closest_visitable, closest_dist
for _, visitable in ipairs(g_Visitables) do
if ignore_reserved or not visitable.reserved then
local dist = visitable[1]:GetDist(pos)
if not closest_visitable or dist < closest_dist then
closest_visitable, closest_dist = visitable, dist
end
end
end
if not closest_visitable then
StoreErrorSource(pos, "DbgTestClosestALMarker: No visitable around! Try RebuildVisitables() from the console.")
end
return closest_visitable
end
function AmbientLifeMarker:DbgTest(unit_pos, closest_visitable)
closest_visitable = closest_visitable or GetClosestVisitable(self:GetPos(), "ignore reserved")
assert(closest_visitable[1] == self)
if not unit_pos then
local radius = 10 * guim
for try = 1, 100 do
local dist = radius / 2 + self:Random(radius / 2)
unit_pos = GetPassSlab(self:GetPos() + Rotate(point(dist, 0), self:Random(360 * 60)))
if unit_pos then
break
end
end
if not unit_pos then
local cx, cy = self:GetPos():xy()
for y = cy - radius, cy + radius, const.SlabSizeY do
for x = cx - radius, cx + radius, const.SlabSizeX do
unit_pos = GetPassSlab(point(x, y))
if unit_pos then
break
end
end
if unit_pos then
break
end
end
end
if not unit_pos then
StoreErrorSource(self, "Can't find passable point around to test!")
return
end
end
NetSyncEvents.CheatEnable("FullVisibility", true)
local unit_defs = Presets.UnitDataCompositeDef.Civilians
if self.AttractGender ~= "Both" then
unit_defs = table.ifilter(unit_defs, function(_, unit_def)
return unit_def.gender == self.AttractGender
end)
end
local unit_def = table.rand(unit_defs)
local session_id = GenerateUniqueUnitDataId("AmbientLifeMarker:DbgTest", gv_CurrentSectorId or "A1", unit_def.id)
local unit = SpawnUnit(unit_def.id, session_id, unit_pos)
unit.visit_test = true
CheckUniqueSessionId(unit)
unit:SetSide("neutral")
local visitor = HandleToObject[closest_visitable.reserved]
if visitor then
visitor:SetCommand(false)
end
closest_visitable.reserved = unit.handle
unit:SetCommand("Visit", closest_visitable)
end
function OnMsg.ValidateMap()
MapForEach("map", "AmbientLifeMarker", function(marker)
marker:ValidateVisitSupportCollection()
marker:VME_Checks()
end)
MapForEach("map", "AmbientZoneMarker", function(zone)
zone:VME_Checks()
end)
RebuildVisitables()
for _, visitable in ipairs(g_Visitables) do
local marker = visitable[1]
marker:VME_Checks(visitable[2])
end
end
DefineClass.ChairSittable = {__parents = {"Object"}}
function RebuildVisitables(bbox)
if not bbox then
local sizex, sizey = terrain.GetMapSize()
bbox = box(0, 0, 0, sizex, sizey, 100000)
end
local used = {}
for _, visitable in ipairs(g_Visitables) do
local marker = visitable[1]
used[marker.handle] = true
end
MapForEach(bbox, "AmbientLifeMarker", function(marker)
local visitable = marker:GenerateVisitable()
local marker = visitable[1]
if not used[marker.handle] then
table.insert(g_Visitables, visitable)
used[marker.handle] = true
end
end)
end
function GetRandomVisitableForMarker(unit, marker, filter, ...)
if not IsValid(marker) or not g_Visitables or #g_Visitables == 0 then return end
local area = marker:GetAreaBox()
local CheckInside = area.Point2DInside
local unit_zone = unit.zone
local CheckZTolerance = unit_zone and unit_zone.CheckZTolerance
local selected_visitable
local total = 0
for _, visitable in random_ipairs(g_Visitables, "AmbientLife") do
local visit_marker, pt = visitable[1], visitable[2]
local pos_or_marker = pt or visit_marker
if not visitable.reserved
and CheckInside(area, pos_or_marker)
and (not filter or filter(unit, visitable, ...))
and (not unit_zone or CheckZTolerance(unit_zone, pos_or_marker))
and not IsInAmbientLifeRepulsionZone(pos_or_marker)
and visit_marker:CanVisit(unit)
then
visit_marker:VME_CheckImpassable(pos_or_marker)
total = total + 1
if not selected_visitable then
local pfflags = const.pfmDestlock + const.pfmImpassableSource
local has_path, closest_pos = pf.HasPosPath(unit, pos_or_marker, nil, 0, 0, unit, 0, nil, pfflags)
if has_path then
if pt and closest_pos == pt or not pt and closest_pos:Equal(visit_marker:GetPosXYZ()) then
selected_visitable = visitable
end
end
end
end
end
return selected_visitable, total
end
function OnMsg.PostNewMapLoaded()
-- When in dev mode the rebuild is done in OnMsg.ValidateMap
if not Platform.developer then
RebuildVisitables()
end
end
local function RebuildVisitablesResetUnitVisits(obj, bbox)
RebuildVisitables(bbox)
for _, unit in ipairs(g_Units) do
if unit.behavior == "Visit" then
local visitable = unit.behavior_params[1]
local marker = visitable[1]
if marker:IsInVisitSupportCollection(obj) then
if not marker:IsVisitSupportCollectionAlive() then
unit:ResetAmbientLife()
end
end
end
end
end
OnMsg.CombatObjectDied = RebuildVisitablesResetUnitVisits
DefineClass.AmbientSpawnDef = {
__parents = {"PropertyObject"},
properties = {
{id = "UnitDef", name = "Unit Definition", editor = "preset_id", default = false,
preset_class = "UnitDataCompositeDef",
},
{ id = "Appearance", name = "Appearance", help = "Force the spawned unit to use this appearance instead of randomly choosing from its own list of appearances",
editor = "preset_id", default = false, preset_class = "AppearancePreset", },
{ id = "Name", name = "Name", help = "Name for the spawned unit that will replace the one from template.",
editor = "text", default = false, translate = true, lines = 1, max_lines = 1, },
{id = "Ephemeral", name = "Ephemeral", editor = "bool", default = true,
help = "Permanent or Ephemeral",
},
{id = "CountMin", name = "Count Min", editor = "number", default = 5},
{id = "CountMax", name = "Count Max", editor = "number", default = 20},
},
EditorView = Untranslated("<UnitDef> : <CountMin>-<CountMax>"),
}
function AmbientSpawnDef:GenSessionId()
return GenerateUniqueUnitDataId("AmbientSpawnDef", gv_CurrentSectorId or "A1", self.UnitDef)
end
DefineClass.AmbientZoneMarker = {
__parents = {"GridMarker", "GameDynamicDataObject", "EditorTextObject", "EditorMarker"},
properties = {
{category = "Ambient Zone", id = "ConflictIgnore", name = "Conflict Ignore",
editor = "bool", default = false,
help = "Set this so units during conflict won't run, get reduced and won't repopulate the map when over"
},
{category = "Ambient Zone", id = "AreaWidth", name = "Area Width", editor = "number",
default = 20, help = "Defining a voxel-aligned rectangle with North-South and East-West axis"
},
{category = "Ambient Zone", id = "AreaHeight", name = "Area Height", editor = "number",
default = 20, help = "Defining a voxel-aligned rectangle with North-South and East-West axis"
},
{category = "Ambient Zone", id = "AreaLevelZ", name = "Area Level Z", editor = "number",
default = 0, help = "+/- that Z level of floors"
},
{category = "Ambient Zone", id = "MinRoamDist", name = "Minimum Roaming Distance",
editor = "number", default = 4 * const.SlabSizeX, scale = const.SlabSizeX,
help = "Does not pick roaming markers closer than this. If negative const.AmbientLife.VisitIgnoreRange will not be checked!",
},
{category = "Ambient Zone", id = "SpawnDefs", name = "Spawn Definitions", editor = "nested_list",
base_class = "AmbientSpawnDef", default = false
},
{ category = "Ambient Zone", id = "SpecificBanters", name = "SpecificBanters", help = "SpecificBanters to play when interacted with.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{category = "Ambient Zone", id = "BanterGroups", name = "BanterGroups", help = "Banters to play when interacted with.",
editor = "string_list", default = false, items = PresetGroupsCombo("BanterDef"),
},
{category = "Ambient Zone", id = "ApproachBanters", name = "Approach Banters",
help = "Approach Banters to play when interacted with.",
editor = "dropdownlist", default = false, items = PresetGroupsCombo("BanterDef"),
},
{category = "Ambient Zone", id = "EnabledConditions", name = "Enabled Conditions", default = false,
editor = "nested_list", base_class = "Condition",
help = "Conditions that enable or disable the marker",
},
{ category = "Grid Marker", id = "Type", name = "Type", editor = "string", default = "AmbientZone", read_only = true },
},
editor_text_offset = point(0, 0, 250 * guic),
editor_text_style = "AmbientLifeMarker",
units = false,
persist_units = true,
area_outside_repulse = true,
Random = AmbientLife_Random,
}
function AmbientZoneMarker:GetDynamicData(data)
if not self.persist_units or not self.units then return end
data.units = {}
for idx, units in ipairs(self.units) do
local data_units = {}
for k, unit in ipairs(units) do
assert(IsKindOfClasses(unit, "Unit"))
data_units[k] = unit.handle
end
data.units[idx] = data_units
end
end
function AmbientZoneMarker:SetDynamicData(data)
if not self.persist_units or not data.units then return end
self.units = {}
for idx, units in ipairs(data.units) do
local real_units = {}
for _, unit_handle in ipairs(units) do
if unit_handle then
local unit = HandleToObject[unit_handle]
if unit then
if IsKindOfClasses(unit, "Unit") then
table.insert(real_units, unit)
end
end
end
end
self.units[idx] = real_units
end
end
function AmbientZoneMarker:CanSpawn()
return self:IsMarkerEnabled()
end
function AmbientZoneMarker:GetSpawnDefinitions()
local spawn_defs = {}
for idx, def in ipairs(self.SpawnDefs) do
local count = def.CountMin + self:Random(def.CountMax - def.CountMin + 1)
if GameState.Conflict or GameState.ConflictScripted then
count = MulDivTrunc(count, const.AmbientLife.ConflictReduction, 100)
end
table.insert(spawn_defs, {def_idx = idx, zone = self, count = count, unit_def = def})
end
return spawn_defs
end
function AmbientZoneMarker:GetUnitForMarker(marker)
local units = {}
for _, def_units in ipairs(self.units) do
for _, unit in ipairs(def_units) do
local not_defeated = IsValid(unit) and not unit:IsDead() and (IsKindOf(unit, "AmbientLifeAnimal") or not unit:IsDefeatedVillain())
if not_defeated and not unit.perpetual_marker and marker:CanVisit(unit, "for perpetual") then
table.insert(units, unit)
end
end
end
return (#units > 0) and units[1 + self:Random(#units)]
end
function AmbientZoneMarker:InitUnit(unit)
unit:SetSide("neutral")
unit.routine = "Ambient"
unit.routine_spawner = self
unit.approach_banters = table.keys2(Presets.BanterDef[self.ApproachBanters] or empty_table, "sorted")
unit.approach_banters_distance = 8
unit.approach_banters_cooldown_id = self.Groups and next(self.Groups) and self.Groups[1]
for _, gr in ipairs(self.Groups) do
table.insert_unique(unit.Groups, gr)
end
unit.conflict_ignore = self.ConflictIgnore
end
function AmbientZoneMarker:PlaceSpawnDef(unit_def, pos)
local unit = SpawnUnit(unit_def.UnitDef, unit_def:GenSessionId(), pos)
unit.ephemeral = unit_def.Ephemeral
CheckUniqueSessionId(unit)
unit.zone = self
self:InitUnit(unit)
if unit_def.Name and unit_def.Name ~= "" then
unit.Name = unit_def.Name
end
if unit_def.Appearance then
unit:ApplyAppearance(unit_def.Appearance)
end
if GameState.Conflict or GameState.ConflictScripted then
if unit:CanCower() then
unit:TeleportToCower()
end
end
unit.fx_actor_class = "AmbientUnit"
return unit
end
function OnMsg.GetCustomFXInheritActorRules(rules)
rules[#rules + 1] = "AmbientUnit"
rules[#rules + 1] = "Unit"
end
local GetHeight = terrain.GetHeight
local insert = table.insert
function AmbientZoneMarker:FilterZTolerance(positions)
if not self.AreaLevelZ then return positions end
local mx, my, mz = self:GetPosXYZ()
local level_z = mz or GetHeight(mx, my)
local z_tolerance = self.AreaLevelZ * const.SlabSizeZ
local filtered = {}
for _, packed_pos in ipairs(positions) do
local px, py, pz = point_unpack(packed_pos)
if abs(level_z - (pz or GetHeight(px, py))) <= z_tolerance then
insert(filtered, packed_pos)
end
end
return filtered
end
function AmbientZoneMarker:CheckZTolerance(pos_or_obj)
if not self.AreaLevelZ then return true end
local level_z = select(3, self:GetPosXYZ()) or GetHeight(self)
local check_z
if IsPoint(pos_or_obj) then
check_z = pos_or_obj:z()
else
check_z = select(3, pos_or_obj:GetPosXYZ())
end
check_z = check_z or GetHeight(pos_or_obj)
return abs(level_z - check_z) <= self.AreaLevelZ * const.SlabSizeZ
end
function AmbientZoneMarker:Spawn(refill)
NetUpdateHash("AmbientZoneMarker:Spawn", self.handle)
local spawn_defs = self:GetSpawnDefinitions()
self.units = self.units or {}
local to_enter_map = {}
for _, def in ipairs(spawn_defs) do
self.units[def.def_idx] = self.units[def.def_idx] or {}
local spawned = self.units[def.def_idx]
for idx = #spawned, 1, -1 do
local unit = spawned[idx]
if not IsValid(unit) or unit:IsDead() then
table.remove(spawned, idx)
end
end
while #spawned > def.count do
-- despawn some units
local idx = 1 + self:Random(#spawned)
local unit = spawned[idx]
table.remove(spawned, idx)
unit:Despawn()
end
if #spawned < def.count then
-- spawn some units to fill it up
local area_positions = self:GetAreaPositions()
local available_positions = self:FilterZTolerance(area_positions)
local positions_required = Min(def.count - #spawned, #available_positions)
local positions = self:GetRandomPositions(positions_required, nil, available_positions, nil, "avoid close pos")
local spawn = not refill or self:IsKindOf("AmbientZone_Animal")
for _, pos in ipairs(positions) do
local unit = self:PlaceSpawnDef(def.unit_def, spawn and pos)
insert(spawned, unit)
if not spawn then
insert(to_enter_map, {unit = unit, pos = pos})
end
end
end
end
if #to_enter_map > 0 then
table.shuffle(to_enter_map, self:Random(#to_enter_map))
local refill = 100 - const.AmbientLife.ConflictReduction
local wave1 = #to_enter_map * const.AmbientLife.ConflictAftermathRepopulateWave1 / refill
local wave2 = #to_enter_map * const.AmbientLife.ConflictAftermathRepopulateWave2 / refill
local wave_interval = const.AmbientLife.ConflictAftermathWavesInterval
local wave_duration = const.AmbientLife.ConflictAftermathRepopulateWaveDuration
local wait_time = wave_interval + self:Random(wave_duration)
--printf("Repop %d/%d, Wave1: %d, Wave2: %d", #to_enter_map, #self.units, wave1, wave2)
local wave = 1
for idx, entry in ipairs(to_enter_map) do
if idx > wave1 and wave < 2 then
-- increase wait time for the 2nd wave
wait_time = wait_time + wave_duration + wave_interval
wave = 2
--printf("wave 2 at %d/%d", idx, #to_enter_map)
elseif idx > wave1 + wave2 and wave < 3 then
-- increase wait time for the 3rd wave
wait_time = wait_time + wave_duration + wave_interval
wave = 3
--printf("wave 3 at %d/%d", idx, #to_enter_map)
end
local unit_wait_time = wait_time + self:Random(wave_duration)
entry.unit:SetCommand("EnterMap", self, entry.pos, unit_wait_time)
end
end
end
function AmbientZoneMarker:Despawn()
for idx, units_def in ipairs(self.units) do
for _, unit in ipairs(units_def) do
if IsValid(unit) then
unit:Despawn()
end
end
end
self.units = false
end
function AmbientZoneMarker:RegisterUnits(units)
if self.units and #units > 0 then
insert(self.units, units)
end
end
function AmbientZoneMarker:GetExitZones(pos)
local markers, markers_reachable = 0, {}
local pfclass = CalcPFClass("player1")
MapForEachMarker("ExitZoneInteractable", nil, function(marker)
markers = markers + 1
local check_pos = GetPassSlab(marker) or marker:GetPos()
local pfflags = const.pfmImpassableSource
local has_path, closest_pos = pf.HasPosPath(pos, check_pos, pfclass, 0, 0, nil, 0, nil, pfflags)
if has_path and closest_pos == check_pos then
insert(markers_reachable, marker)
end
end)
return markers, markers_reachable
end
function AmbientZoneMarker:GetEntranceMarker(unit)
local obj = unit and (IsVisitingUnit(unit) and unit.last_visit or (unit:IsValidPos() and unit or nil)) or self
local pass_slab = GetPassSlab(obj)
local pos = pass_slab or obj:GetPos()
local markers, markers_reachable = self:GetExitZones(pos)
if #markers_reachable == 0 then
local visitable = unit and unit.behavior == "Visit" and unit.behavior_params and unit.behavior_params[1]
local AL_marker = visitable and visitable[1]
local suppress_VMEs = IsKindOf(AL_marker, "AmbientLifeMarker") and AL_marker.Teleport
if not suppress_VMEs then
local info = (markers == 0) and "(No ExitZoneInteractable Markers)" or ""
StoreErrorSource(self, string.format("AL zone unreachable by any ExitZoneInteractable marker%s", info))
if unit then
StoreErrorSource(unit, string.format("Unit can't reach AL zone from ExitZoneInteractable marker(%s)", info, GetMapName()))
else
StoreErrorSource(self, string.format("Test Dummy Unit can't reach AL zone from ExitZoneInteractable marker(%s)", info, GetMapName()))
end
end
end
local closest = ChooseClosestObject(markers_reachable, pos)
return closest
end
function AmbientZoneMarker:ReduceUnits(reduction_percents, exit_map)
local units = {}
for idx, units_def in ipairs(self.units) do
for _, unit in ipairs(units_def) do
if IsValid(unit) and not unit:IsDead() then
insert(units, {unit = unit, idx = idx})
end
end
end
local count = reduction_percents * #units / 100
for i = #units, 1, -1 do
local entry = units[i]
local unit = entry.unit
local valid = IsValid(unit)
if not valid or unit.command == "EnterMap" or not unit:IsValidPos() then
if valid then
unit:Despawn()
end
table.remove(units, i)
table.remove_entry(self.units[entry.idx], unit)
end
end
while #units > count do
local k = 1 + InteractionRand(#units, "AmbientLifeReduction")
local entry = units[k]
local unit = entry.unit
table.remove(units, k)
table.remove_entry(self.units[entry.idx], unit)
if exit_map then
if unit.command ~= "Die" then
local marker = self:GetEntranceMarker(unit)
if marker then
unit:SetCommand("ExitMap", marker)
unit:SetCommandParamValue("ExitMap", "move_anim", "Run")
else
unit:Despawn()
end
end
else
if unit.command ~= "Die" and unit.command ~= "ExitMap" then
unit:Despawn()
end
end
end
end
function AmbientZoneMarker:GetRoamMarkers(unit)
local roam_markers = {}
local area = self:GetAreaBox()
local CheckInside = area.Point2DInside
for _, visitable in ipairs(g_Visitables) do
local marker = visitable[1]
local pos_or_marker = visitable[2] or marker
if CheckInside(area, pos_or_marker) then
if IsKindOf(marker, "AL_Roam") and not visitable.reserved and (not unit or marker:CanVisit(unit)) then
if not IsInAmbientLifeRepulsionZone(pos_or_marker) then
insert(roam_markers, visitable)
end
end
end
end
return roam_markers
end
function AmbientZoneMarker:EditorGetText()
local count = #(self:GetRoamMarkers() or empty_table)
if count > 0 then
return string.format("Roam Markers: %d", count)
end
end
function AmbientZoneMarker:EditorGetTextColor()
return const.clrGreen
end
function AmbientZoneMarker:UpdateText(marker_type_item)
end
function AmbientZoneMarker:RecreateText()
EditorTextObject.EditorTextUpdate(self, "recreate")
end
function AmbientZoneMarker:EditorCallbackMove()
GridMarker.EditorCallbackMove(self)
self:RecreateText()
end
function AmbientZoneMarker:EditorCallbackRotate()
GridMarker.EditorCallbackRotate(self)
self:RecreateText()
end
function AmbientZoneMarker:VME_CheckAreaPositionsExits(positions)
for _, packed_pos in ipairs(positions) do
local pos = point(point_unpack(packed_pos))
local markers, markers_reachable = self:GetExitZones(pos)
if markers == 0 then
StoreErrorSource(pos, string.format("No ExitZoneInteractable markers to reach map exit from on Combat start!(%s)",GetMapName()), self)
return
end
if #markers_reachable == 0 then
StoreErrorSource(pos, string.format("No reachable ExitZoneInteractable markers from Area point on Combat start!(%s)", GetMapName()), self)
end
end
end
function AmbientZoneMarker:VME_Checks(check_unreachables)
self:GetEntranceMarker()
local positions = self:GetAreaPositions()
if #positions == 0 then
StoreErrorSource(self, "AmbientZoneMarker without valid area positions. Check Width and Height!")
else
if check_unreachables then
self:VME_CheckAreaPositionsExits(positions)
end
end
end
OnMsg.ValidateMap = ValidateGameObjectProperties("AmbientZoneMarker")
DefineClass.PropertyHelper_AppearanceObjectAbsolutePos = {
__parents = {"PropertyHelper_AbsolutePos", "AppearanceObject"}
}
function PropertyHelper_AppearanceObjectAbsolutePos:GameInit()
self:SetAnimPose(self.parent:GetAnim(), self.parent.VisitPose)
self:Face(self.parent)
self.parent:Face(self)
end
function PropertyHelper_AppearanceObjectAbsolutePos:EditorCallback(action_id)
PropertyHelper_AbsolutePos.EditorCallback(self, action_id)
self:Face(self.parent)
self.parent:Face(self)
end
local function GatherUnits()
local neutral, neutral_dead, military_dead = {}, {}, {}
for _, unit in ipairs(g_Units) do
if not unit.team or unit.team.side == "neutral" then
local behavior = g_Combat and unit.combat_behavior or unit.behavior
if not unit.conflict_ignore then
local dead = unit:IsDead() or unit.command == "Die"
insert(dead and neutral_dead or neutral, unit)
end
else
if unit:IsDead() or unit.command == "Die" then
insert(military_dead, unit)
end
end
end
return neutral, neutral_dead, military_dead
end
function MakeCowards(command_required)
local neutral = GatherUnits()
NetUpdateHash("MakeCowards", #neutral)
for _, unit in ipairs(neutral) do
if unit.command == command_required or (unit.command ~= "Cower" and unit.command ~= "ExitMap") then
if unit:IsVisiting() then
local marker = unit.behavior_params[1]
if marker and IsKindOf(marker[1], "AmbientLifeMarker") then
unit.visit_command = unit.behavior
unit.visit_marker = marker
end
end
if unit:IsValidPos() then
if unit:CanCower() then
unit:SetCommand("Cower", "find cower spot")
unit:SetCommandParamValue("Cower", "move_anim", "Run")
end
unit:UpdateMoveAnim()
end
end
end
end
-- Unmake cowards
function OnMsg.GroupChangeSide(group, toSide, units)
if toSide ~= "enemy1" and toSide ~= "enemy2" then return end
for i, u in ipairs(units) do
if u.combat_behavior == "Cower" then
u:SetCombatBehavior()
u:SetCommand("Idle")
end
end
end
function OnMsg.UnitSideChanged(unit, newTeam)
local newSide = newTeam and newTeam.side
if not newSide or (newSide ~= "enemy1" and newSide ~= "enemy2") then return end
if unit.combat_behavior == "Cower" then
unit:SetCombatBehavior()
unit:SetCommand("Idle")
end
end
function CalmDownCowards()
for _, unit in ipairs(g_Units) do
if unit.command == "Cower" then
unit:SetBehavior()
if unit.visit_command then
local command, marker = unit.visit_command, unit.visit_marker
unit.visit_command, unit.visit_marker = false, false
if marker and IsValid(marker[1]) then
marker.reserved = unit.handle
unit:SetCommand(command, marker)
else
unit:SetCommand("Idle")
end
else
unit:SetCommand("Idle")
end
end
end
end
MapVar("g_AmbientLifeSpawn", false)
function AmbientLifeToggle()
Msg("AmbientLifeDespawn") -- clears if something is already spawned on first cheat use
g_AmbientLifeSpawn = not g_AmbientLifeSpawn
if g_AmbientLifeSpawn then
Msg("AmbientLifeSpawn")
else
Msg("AmbientLifeDespawn")
end
end
function AmbientLifePerpetualMarkersSteal()
local spawn_markers = {}
MapForEach("map", "AmbientLifeMarker", function(marker)
if not marker.perpetual_unit then
marker.steal_activated = false
if marker:IsCollectionLeader() and marker:CanSpawn() then
insert(spawn_markers, marker)
end
end
end)
table.shuffle(spawn_markers, InteractionRand(nil, "AmbientLifeSpawn"))
for _, marker in ipairs(spawn_markers) do
marker:SpawnCollection()
end
end
function OnMsg.AmbientLifeSpawn()
FireNetSyncEventOnHostOnce("AmbientLifeSpawn")
end
function NetSyncEvents.AmbientLifeSpawn()
-- free perpetual units from disabled perpetual markers
MapForEach("map", "AmbientLifeMarker", function(marker)
if marker.perpetual_unit and not marker:CanSpawn() then
marker.steal_activated = false
marker.perpetual_unit.perpetual_marker = false
marker.perpetual_unit = false
end
end)
SuppressTeamUpdate = true
MapForEach("map", "AmbientZoneMarker", function(zone)
if zone:CanSpawn() then
zone:Spawn()
end
end)
SuppressTeamUpdate = false
Msg("TeamsUpdated")
AmbientLifePerpetualMarkersSteal()
Msg("AmbientLifeSpawned")
end
function OnMsg.AmbientLifeDespawn()
FireNetSyncEventOnHostOnce("AmbientLifeDespawn")
end
function NetSyncEvents.AmbientLifeDespawn()
MapForEach("map", "AmbientLifeMarker", function(marker)
marker:Despawn()
end)
MapForEach("map", "AmbientZoneMarker", function(zone)
zone:Despawn()
end)
Msg("AmbientLifeDespawned")
end
MapVar("s_SpawnALForbidden", false)
function OnMsg.NewGameSessionStart()
s_SpawnALForbidden = true
end
function OnMsg.InitSessionCampaignObjects()
s_SpawnALForbidden = false
end
local interestingStates = {
RainHeavy = true,
RainLight = true,
Conflict = true,
ConflictScripted = true,
Combat = true,
}
function OnMsg.GameStateChanged(changed)
if netInGame and IsChangingMap() then return end
for k, v in sorted_pairs(changed) do
if interestingStates[k] then
FireNetSyncEventOnHostOnce("AmbientLifeOnGameStateChanged", changed)
return
end
end
end
function KickOutUnits()
MapForEach("map", "AmbientZoneMarker", function(zone)
if not zone.ConflictIgnore then
zone:ReduceUnits(const.AmbientLife.ConflictReduction, "exit map")
end
end)
MakeCowards()
end
function NetSyncEvents.AmbientLifeOnGameStateChanged(changed)
local didWork = false
SuppressTeamUpdate = true
if changed.RainHeavy or changed.RainLight then
for _, unit in ipairs(g_Units) do
unit:ResetMoveStyle()
end
didWork = true
end
if not ChangingMap and GetMapName() ~= "" then
if changed.Conflict or changed.ConflictScripted then
if not (g_Combat or g_StartingCombat) then
KickOutUnits()
didWork = true
end
elseif (changed.Conflict == false or changed.ConflictScripted == false) and not s_SpawnALForbidden then
if not (GameState.Conflict or GameState.ConflictScripted) then
CalmDownCowards()
MapForEach("map", "AmbientZoneMarker", function(zone)
if zone:CanSpawn() then
if not (zone.ConflictIgnore or zone:IsKindOf("AmbientZone_Animal"))then
zone:Spawn("refill")
end
end
end)
didWork = true
end
end
if changed.Combat and not (GameState.Conflict or GameState.ConflictScripted) then
-- straight to turn based mode
local neutral = GatherUnits()
for _, unit in ipairs(neutral) do
local cmd = unit.command
if cmd == "EnterMap" or not unit:IsValidPos() then
unit:Despawn()
elseif cmd ~= "Idle" and not unit:IsDead() and not unit:IsDefeatedVillain() then
unit:SetCommand("Idle")
end
end
didWork = true
end
end
SuppressTeamUpdate = false
if didWork then
Msg("TeamsUpdated")
end
end
function OnMsg.UnitAwarenessChanged(unit)
if g_Combat then
CreateGameTimeThread(MakeCowards, "Idle")
end
end
function AmbientLifeVisibilityDistanceCheck()
for _, unit in ipairs(g_Units) do
if unit.command == "Cower" and GameTime() > (unit.cower_cooldown or 0) then
local visibility = g_Visibility[unit]
for _, threat in ipairs(visibility) do
if threat.team and threat.team.side ~= "neutral" then
if unit:GetDist2D(threat) < const.AmbientLife.CowerRunDist then
unit.cower_from, unit.cower_angle = threat:GetVisualPos(), threat:GetAngle()
Msg(unit)
break
end
end
end
end
end
end
OnMsg.ExplorationComputedVisibility = AmbientLifeVisibilityDistanceCheck
local tff = table.findfirst
function OnMsg.EnterSector(_, load_game)
local marker_units = {}
local no_marker_kicks = {}
for _, unit in ipairs(g_Units) do
local visitable = unit.behavior == "Visit" and unit.behavior_params[1]
if visitable then
local marker = visitable[1]
if marker then
marker_units[marker] = marker_units[marker] or {}
table.insert(marker_units[marker], unit)
else
unit:SetBehavior()
unit:SetCommand(false)
table.insert(no_marker_kicks, unit)
end
end
end
--print(string.format("Kicked-out units do to deleted marker: %d", #no_marker_kicks))
local kicked = {}
for marker, units in pairs(marker_units) do
local unit = units[1]
local marker = unit.behavior == "Visit" and unit.behavior_params[1] and unit.behavior_params[1][1]
if #units > 1 then
local idx = tff(units, function(_, u) return marker:CanVisit(u, "for perpetual") end) or 1
unit = units[idx]
table.remove(units, idx)
local visitable = marker:GetVisitable()
for _, u in ipairs(units) do
if IsValid(u) and not u:IsDead() then
u:FreeVisitable(visitable)
u:SetBehavior()
u:SetCommand(false)
table.insert(kicked, u)
end
end
unit:ReserveVisitable(visitable)
end
end
--print(string.format("Kicked out pre-occupied AL marker units: %d", #kicked))
end
function OnMsg.SetpieceEnded(setpiece)
local neutral = GatherUnits()
for _, unit in ipairs(neutral) do
if unit.command == "ExitMap" then
unit:Despawn()
elseif unit.command == "Cower" then
unit:TeleportToCower()
end
end
end
function SavegameSectorDataFixups.AmbientLifeVisitables()
local used = {}
local duplicates = 0
for i = #g_Visitables, 1, -1 do
local visitable = g_Visitables[i]
local marker = visitable[1]
if used[marker] then
table.remove(g_Visitables, i)
duplicates = duplicates + 1
else
used[marker] = true
end
end
--print(string.format("Removed duplicated visitables: %d", duplicates))
end
function GetALMarkersGroups()
local marker_groups = {}
for id, group in sorted_pairs(Groups) do
for _, o in ipairs(group) do
if IsKindOf(o, "AmbientLifeMarker") then
marker_groups[#marker_groups + 1] = id
break
end
end
end
return marker_groups
end
function IsVisitingUnit(unit, AL_class)
return IsKindOf(unit, "Unit") and unit.behavior == "Visit" and (not AL_class or IsKindOf(unit.last_visit, AL_class))
end
function IsSittingUnit(unit)
return IsVisitingUnit(unit, "AL_SitChair") and unit.visit_reached
end
function IsWallLeaningUnit(unit)
return IsVisitingUnit(unit, "AL_WallLean") and unit.visit_reached
end
function GetALMarkerGroups()
local groups = {}
MapForEach("map", "AmbientLifeMarker", function(marker)
if not IsKindOf(marker, "AmbientLifeMarker") then return end
for _, group in ipairs(marker.Groups) do
if not groups[group] then
groups[group] = true
table.insert(groups, group)
end
end
end)
return groups
end
function DbgTestClosestALMarker()
local pos = GetPassSlab(GetTerrainCursor())
if not pos then
StoreErrorSource(GetTerrainCursor(), "DbgTestClosestALMarker: Mouse cursor should be on passable!")
end
local closest_visitable = GetClosestVisitable(pos)
if closest_visitable then
closest_visitable[1]:DbgTest(pos, closest_visitable)
else
print("No AL marker found nearby")
end
end
local function RegAppearanceEntities(preset, entities)
local appearance = FindPreset("AppearancePreset", preset)
if appearance then
AppearanceMarkEntities(appearance, entities)
end
end
function OnMsg.GatherMapEntities(entities, objs)
for _, obj in ipairs(objs) do
if IsKindOfClasses(obj, "UnitMarker", "DummyUnit", "CheeringDummy") then
RegAppearanceEntities(obj.Appearance, entities)
elseif IsKindOf(obj, "AmbientZoneMarker") then
for _, def in ipairs(obj.SpawnDefs) do
if def.Appearance then
RegAppearanceEntities(obj.Appearance, entities)
else
for _, group in ipairs(Presets.UnitDataCompositeDef) do
local unit_def = table.find_value(group, "id", def.UnitDef)
if unit_def then
local list = unit_def.AppearancesList or empty_table
for _, ap_weight in ipairs(list) do
RegAppearanceEntities(ap_weight.Preset, entities)
end
break
end
end
end
end
elseif IsKindOf(obj, "AmbientLifeMarker") then
entities[obj.ToolEntity] = true
if obj.Weapon and obj.Weapon ~= "" then
local preset = FindPreset("InventoryItemCompositeDef", obj.Weapon)
assert(preset)
GatherWeaponPresetEntities(preset, entities)
end
end
end
end |