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DefineClass.AmbientLifeZoneUnit = {
zone = false,
}
local function MapGroups(map, groups)
for _, group in ipairs(groups) do
map[group] = true
end
end
function AmbientLifeZoneUnit:GetGroupsMap()
local groups_map = {}
if self.zone then
MapGroups(groups_map, self.zone.Groups)
end
MapGroups(groups_map, self.Groups)
return groups_map
end
function AmbientLifeZoneUnit:GroupsMatch(other, groups_map)
groups_map = groups_map or self:GetGroupsMap()
if not next(groups_map) then return true end
for _, group in ipairs(other.Groups) do
if groups_map[group] then
return true
end
end
end
local function AnimationsCombo(obj)
obj = GetParentTableOfKind(obj, "AnimationSet")
if not obj then return end
if not obj.Entity then return false, function() return true end end
local states = GetStates(obj.Entity)
for i = #states, 1, -1 do
local state = states[i]
if string.starts_with(state, "_") or IsErrorState(obj.Entity, GetStateIdx(state)) then
table.remove(states, i)
end
end
table.sort(states)
return states
end
local function FindAnimTriplet(obj, base_anim)
base_anim = string.lower(base_anim)
local anim_start = base_anim .. "_start"
local anim_idle = base_anim .. "_idle"
local anim_end = base_anim .. "_end"
local anims = AnimationsCombo(obj)
local anim_start_found, anim_idle_found, anim_end_found
for _, anim in ipairs(anims) do
anim_start_found = anim_start_found or ((anim_start == string.lower(anim)) and anim)
anim_idle_found = anim_idle_found or ((anim_idle == string.lower(anim)) and anim)
anim_end_found = anim_end_found or ((anim_end == string.lower(anim)) and anim)
if anim_start_found and anim_idle_found and anim_end_found then
return anim_start_found, anim_idle_found, anim_end_found
end
end
end
DefineClass.AnimationWeight = {
__parents = {"PropertyObject"},
properties = {
{id = "AnimStart", name = "Animation Start", editor = "dropdownlist", default = false, items = AnimationsCombo,
help = "Play this BEFORE the random animation",
},
{id = "Animation", "Animation", editor = "dropdownlist", default = false, items = AnimationsCombo,
help = "Animation to play",
},
{id = "AnimEnd", name = "Animation End", editor = "dropdownlist", default = false, items = AnimationsCombo,
help = "Play this AFTER the random animation",
},
{id = "Weight", name = "Weight", editor = "number", default = 100, min = 0,
help = "Used for the weighted random.",
},
{id = "GameStates", name = "Game States", editor = "set", default = false, three_state = true,
items = function() return GetGameStateFilter() end,
help = "The animation can be played only when these GameState requirements are met",
},
},
}
function AnimationWeight:GetEditorView()
return Untranslated(string.format("%s (Weight: %d)", self.Animation or "No Animation", self.Weight))
end
function AnimationWeight:OnEditorSetProperty(prop_id)
local anim_start_found, anim_idle_found, anim_end_found
if prop_id == "AnimStart" then
local value = string.lower(self:GetProperty("AnimStart"))
local base_anim = string.match(value, "(.*)_start$")
if not base_anim then return end
anim_start_found, anim_idle_found, anim_end_found = FindAnimTriplet(self, base_anim)
elseif prop_id == "Animation" then
local value = string.lower(self:GetProperty("Animation"))
local base_anim = string.match(value, "(.*)_idle$")
if not base_anim then return end
anim_start_found, anim_idle_found, anim_end_found = FindAnimTriplet(self, base_anim)
elseif prop_id == "AnimEnd" then
local value = string.lower(self:GetProperty("AnimEnd"))
local base_anim = string.match(value, "(.*)_end$")
if not base_anim then return end
anim_start_found, anim_idle_found, anim_end_found = FindAnimTriplet(self, base_anim)
end
if anim_start_found and anim_idle_found and anim_start_found then
self:SetProperty("AnimStart", anim_start_found)
self:SetProperty("Animation", anim_idle_found)
self:SetProperty("AnimEnd", anim_end_found)
end
end
DefineClass.AnimationSet = {
__parents = {"Preset"},
properties = {
{id = "Entity", name = "Entity", editor = "dropdownlist", default = "Male",
items = function() return GetAllAnimatedEntities("CharacterEntity") end},
help = "Used only for filtering the available animations",
{id = "AnimIdle", name = "Animation Idle", editor = "nested_list", default = false, base_class = "AnimationWeight",
inclusive = true, help = "Animation to play choosen via weighted-random.",
},
},
}
function AnimationSet:GetAnimationsChances(unit)
local total_chance = 0
local slots = {}
for _, entry in ipairs(self.AnimIdle) do
if MatchGameState(entry.GameStates) and (not unit:HasMember("CanPlay") or unit:CanPlay(entry)) then
total_chance = total_chance + entry.Weight
table.insert(slots, {
total_chance = total_chance,
AnimStart = entry.AnimStart,
Animation = entry.Animation,
AnimEnd = entry.AnimEnd,
})
end
end
return slots
end
function AnimationSet:GetRandomAnimationSet(unit)
local slots = self:GetAnimationsChances(unit)
if #slots > 0 then
return slots[GetRandomItemByWeight(slots, unit:Random(slots[#slots].total_chance), "total_chance")]
end
end
function AnimationSet:Play(unit, flags, crossfade)
local anim_entry = self:GetRandomAnimationSet(unit)
if not anim_entry then return end
unit:PrePlay(anim_entry)
if anim_entry.AnimStart then
unit:SetState(anim_entry.AnimStart, flags or 0, crossfade or -1)
Sleep(unit:TimeToAnimEnd())
end
if anim_entry.Animation then
unit:SetState(anim_entry.Animation, flags or 0, crossfade or -1)
local time = unit:TimeToAnimEnd()
if unit.zone then
local step = unit:GetStepVector()
local step_len = step:Len()
if step_len > 0 then
local area_pos = unit.zone:GetAreaPositions()
if #area_pos > 0 then
local pos = point(point_unpack(area_pos[1 + unit:Random(#area_pos)]))
local dir = pos - unit:GetPos()
if dir:Len2() > 0 then
dir = SetLen(dir, step_len)
unit:Face(pos, 300)
unit:SetPos(unit:GetPos() + dir, time)
end
end
end
end
WaitMsg(unit, time)
end
if anim_entry.AnimEnd then
unit:SetState(anim_entry.AnimEnd, flags or 0, crossfade or -1)
Sleep(unit:TimeToAnimEnd())
end
unit:PostPlay(anim_entry)
return anim_entry
end
local offset_x = const.SlabSizeX / 2 - 70 * guic
local offset_y = const.SlabSizeY / 2 - 70 * guic
local pt_up = point(0, -offset_y, 0)
local pt_left = point(-offset_x, 0, 0)
local pt_right = point(offset_x, 0, 0)
local pt_down = point(0, offset_y, 0)
MapVar("g_CoversReserved", {})
UnitRoutines = { "Ambient", "StandStill", "Patrol", "AdvanceTo" }
function OnMsg.CombatEnd()
g_CoversReserved = {}
end
function Unit:GetRoutineAreaMarkers()
local markers
if self.routine_area == "self" then
if IsValid(self.routine_spawner) and not IsKindOf(self.routine_spawner, "AL_Football") then
markers = {self.routine_spawner}
end
else
local group = Groups[self.routine_area]
if group and #group > 0 then
markers = {}
for _, m in ipairs(group) do
if IsValid(m) and m:IsKindOf("GridMarker") then
markers[#markers+1] = m
end
end
else
StoreErrorSource(self.routine_spawner, "Unknown or empty group %s specified for Routine Area", self.routine_area)
end
end
return markers
end
function Unit:GetRandomVisitable(low_covers, filter, ...)
local markers = self:GetRoutineAreaMarkers()
local visitables_table = {}
for _, marker in ipairs(markers) do
local visitable, total = GetRandomVisitableForMarker(self, marker, filter, ...)
if visitable then
visitables_table[#visitables_table + 1] = { visitable = visitable, weight = total }
end
end
if low_covers then
local pos = GetPassSlab(self) or self:GetPos()
local width = 10 * const.SlabSizeX
local height = 10 * const.SlabSizeY
local area_left = pos:x() - width / 2
local area_top = pos:y() - height / 2
local restrict_area = box(area_left, area_top, area_left + width, area_top + height)
local voxels = GetCombatPathDestinations(self, pos, nil, nil, nil, nil, restrict_area, "ignore occupied", "move_through_occupied")
for _, marker in ipairs(markers) do
local area = marker:GetAreaBox()
ForEachCover(area, const.CoverLow, function(x, y, z, up, right, down, left)
local packed_pos = point_pack(x, y, z)
if g_CoversReserved[packed_pos] then
return
end
if not table.find(voxels, packed_pos) then
return
end
if not CanOccupy(self, x, y, z) then
return
end
local angles = {}
if up == const.CoverLow then
table.insert(angles, GetCoverDirAngle("up") + 180 * 60)
end
if right == const.CoverLow then
table.insert(angles, GetCoverDirAngle("right") + 180 * 60)
end
if down == const.CoverLow then
table.insert(angles, GetCoverDirAngle("down") + 180 * 60)
end
if left == const.CoverLow then
table.insert(angles, GetCoverDirAngle("left") + 180 * 60)
end
local visitable = { false, point(x, y, z), angles, cover = true }
visitables_table[#visitables_table + 1] = { visitable = visitable, weight = 1 }
end)
end
end
if #visitables_table > 0 then
local selected = table.weighted_rand(visitables_table, "weight", InteractionRand(1000000, "AmbientLife"))
return selected.visitable
end
end
function Unit:ReserveVisitable(visitable)
if visitable.reserved == self.handle then return end
local dest = visitable[2]
if visitable.cover then
assert(not g_CoversReserved[point_pack(dest)], "Cover spot reserved!")
g_CoversReserved[point_pack(dest)] = self.handle
else
assert(not visitable.reserved, "Trying to reserve already used visitable!")
visitable.reserved = self.handle
end
end
function Unit:GetVisitable()
return table.find_value(g_Visitables, "reserved", self.handle)
end
function Unit:FreeVisitable(visitable)
self.visit_reached = false
self.perpetual_marker = false
visitable = visitable or self:GetVisitable()
if visitable then
if visitable.cover then
g_CoversReserved[point_pack(visitable[2])] = nil
else
visitable.reserved = nil
end
end
end
function Unit:TeleportToCower()
local visitable = self:GetRandomVisitable("low covers")
if visitable then
self:ReserveVisitable(visitable)
local obj, dest, lookat = table.unpack(visitable)
if dest then
self:SetPos(dest)
else
self:SetPos(obj:GetPosXYZ())
end
if visitable.cover then
local angle = table.rand(lookat, self:Random())
self:SetOrientationAngle(angle)
elseif lookat then
self:Face(lookat)
else
self:SetOrientationAngle(obj:GetAngle())
end
end
self:SetCommand("Cower")
self:SetCommandParamValue("Cower", "move_anim", "Run")
self:UpdateMoveAnim()
end
local function al_filter_ignorechair(visitable)
return not IsKindOf(visitable[1], "AL_SitChair")
end
function Unit:AmbientRoutine()
local filter
if self.carry_flare or self:Random(100) < const.AmbientLife.RoamChance then
-- roam filter
filter = function(self, visitable)
local marker = visitable[1]
if not IsKindOf(marker, "AL_Roam") then
return false
end
if self.zone then
if not self.zone:CheckZTolerance(marker) then
return false
end
if self.last_roam and IsCloser(self, marker, self.zone.MinRoamDist) then
return false
end
end
return true
end
elseif self.last_visit and IsKindOf(self.last_visit, "AL_SitChair") then
filter = function(self, visitable)
return not IsKindOf(visitable[1], "AL_SitChair")
end
end
local visitable = self:GetRandomVisitable(nil, filter, self)
if visitable then
-- regular Visit
--local visitable = table.rand(visitables, self:Random())
self:ReserveVisitable(visitable)
self:SetCommand("Visit", visitable)
else
-- fallback to Roam/StandStill
local markers = self:GetRoutineAreaMarkers()
local area_markers = table.ifilter(markers, function(_, marker)
return marker.AreaWidth * marker.AreaHeight > 0
end)
if #area_markers > 0 then
local marker = #area_markers == 1 and area_markers[1] or table.rand(area_markers, self:Random())
if marker.AreaWidth * marker.AreaHeight > 1 then
self:TakeSlabExploration()
self:SetCommand("RoamSingle", marker)
else
if marker.Routine ~= "StandStill" then
if marker.Type == "DefenderPriority" then
-- switch them silently to StandStill
self.routine = "StandStill"
else
StoreErrorSource(marker, "Marker with 1x1 area used for Ambient Roam behavior - set a larger area!")
end
end
end
else
self.routine = "StandStill" -- silently switch to StandStill because of map patching(was a VME)
end
end
self:IdleRoutine_StandStill()
end
function Unit:IdleRoutine_StandStill(timeout, dont_halt)
local cur_style = GetAnimationStyle(self, self.cur_idle_style)
local anim_style =
cur_style and cur_style.VariationGroup == "StandStill" and cur_style
or GetRandomAnimationStyle(self, "StandStill")
or self:GetIdleStyle()
self.cur_idle_style = anim_style and anim_style.Name or nil
local pos, angle = self:GetVoxelSnapPos()
self:SetTargetDummyFromPos(pos, angle)
Sleep(self:TimeToAngleInterpolationEnd())
self:TakeSlabExploration()
if anim_style then
local anim = self:GetStateText()
if anim_style:HasAnimation(anim) or anim == anim_style.Start then
Sleep(self:TimeToAnimEnd())
elseif GameTimeAdvanced then
if (anim_style.Start or "") ~= "" and IsValidAnim(self, anim_style.Start) then
self:PlayTransitionAnims(anim_style.Start) -- play possible another style End animation
self:SetState(anim_style.Start, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
else
self:PlayTransitionAnims(anim_style:GetMainAnim()) -- play possible another style End animation
end
end
local start_time = GameTime()
while not timeout or GameTime() - start_time < timeout do
self:SetState(anim_style:GetRandomAnim(self), const.eKeepComponentTargets)
if not GameTimeAdvanced then
self:RandomizeAnimPhase()
end
Sleep(self:TimeToAnimEnd())
end
end
local base_idle = self:GetIdleBaseAnim()
if self:GetStateText() ~= base_idle then
if IsAnimVariant(self:GetStateText(), base_idle) and self:GetAnimPhase(1) > 0 then
Sleep(self:TimeToAnimEnd())
end
self:SetState(base_idle, const.eKeepComponentTargets)
if not GameTimeAdvanced then
self:RandomizeAnimPhase()
end
end
if self:GetVariationsCount(base_idle) <= 1 then
if dont_halt then
Sleep(self:TimeToAnimEnd())
return
else
Halt()
end
end
local start_time = GameTime()
while not timeout or GameTime() - start_time < timeout do
local time = self:RandRange(const.Combat.IdleVariantMinTime, const.Combat.IdleVariantMaxTime)
Sleep(time)
Sleep(self:TimeToAnimEnd())
self:SetRandomAnim(base_idle, const.eKeepComponentTargets, nil, true)
Sleep(self:TimeToAnimEnd())
self:SetState(base_idle, const.eKeepComponentTargets)
end
end
function Unit:IdleRoutine()
if self:HasStatusEffect("Suspicious") then
self:SuspiciousRoutine()
elseif self.routine == "Ambient" then
self:AmbientRoutine()
elseif self.routine == "StandStill" then
self:IdleRoutine_StandStill()
elseif self.routine == "Patrol" then
if self.routine_area == "self" then
StoreErrorSource(self.routine_spawner, "Patrol routine should have waypoint markers specified")
else
local route = GetRouteFromMarkerGroup(self.routine_area)
local min_id
if #route == 0 then
StoreErrorSource(self.routine_spawner, string.format("Marker group %s referenced in Patrol routine - not found", self.routine_area))
else
local min_id = 1
local closest_pos = route[1][1]
for i = 2, #route do
local p = route[i][1]
if IsCloser2D(self, p, closest_pos) then
min_id = i
closest_pos = p
end
end
if not GameState.sync_loading then
Sleep(self:TimeToAngleInterpolationEnd())
self:TakeSlabExploration()
end
self:SetCommandParamValue("Patrol", "move_anim", "Walk")
self:SetCommand("Patrol", self.routine_area, min_id, "loop","end_orient")
end
end
self:IdleRoutine_StandStill() -- fallback
elseif self.routine == "AdvanceTo" then
if self.routine_area == "self" then
StoreErrorSource(self.routine_spawner, "AdvanceTo routine should have waypoint marker specified")
else
local markers = MapGetMarkers(false, self.routine_area)
if not markers or #markers == 0 then
StoreErrorSource(self.routine_spawner, string.format("Marker group %s referenced in AdvanceTo routine - not found", self.routine_area))
else
if #markers > 1 then
StoreErrorSource(self.routine_spawner, string.format("Marker group %s referenced in AdvanceTo routine - %d markers found, only one will be used", self.routine_area, #markers))
end
if #(markers[1]:GetAreaPositions() or empty_table) > 0 then
self:SetCommandParamValue("AdvanceTo", "move_anim", "Walk")
local params = self:GetCommandParamsTbl("Idle")
if params.PropagateAnimParams then
self:SetCommandParams("AdvanceTo", params)
end
self:SetCommand("AdvanceTo", markers[1]:GetHandle())
end
end
end
self:IdleRoutine_StandStill() -- fallback
else
StoreErrorSource(self, "Unknown routine %s", self.routine)
Sleep(1000)
end
end
function Unit:GetRoamPos(marker)
if IsPoint(marker) then
return marker
end
assert(IsKindOf(marker, "GridMarker"))
local positions
if self.zone == marker then
positions = marker:GetAreaPositions("ignore_occupied", "outside_repulse", "skip_tunnels", "z_tolerance")
else
positions = marker:GetAreaPositions("ignore_occupied", "outside_repulse", "skip_tunnels")
if self.zone then
positions = self.zone:FilterZTolerance(positions)
end
end
local count = #positions
if count == 0 then
return
end
local cur_x, cur_y = self:GetPosXYZ()
local cur_angle = self:GetOrientationAngle()
local tries = Min(const.AmbientLife.RoamKeepDirTries, count)
local min_dist = 5 * guim
local best_pos, best_angle
for i = 1, tries do
local idx = 1 + self:Random(count)
local packed_pos = positions[idx]
local x, y = point_unpack(packed_pos)
if i == 1 or not IsCloser2D(cur_x, cur_y, x, y, min_dist) then
local angle = abs(CalcOrientation(cur_x, cur_y, 0, x, y, 0) - cur_angle)
if i == 1 or angle < best_angle then
best_pos, best_angle = packed_pos, angle
end
end
end
return point(point_unpack(best_pos))
end
GameVar("gv_FlareCarriers", 0)
function OnMsg.EnterSector(game_start, load_game)
if load_game then return end
local sector = gv_Sectors[gv_CurrentSectorId]
gv_FlareCarriers = sector.MinFlareCarriers + InteractionRand(sector.MaxFlareCarriers - sector.MinFlareCarriers + 1, "AmbientLifeSpawn")
end
function Unit:RoamAttachFlare()
self:ForEachAttach("GrenadeVisual", DoneObject)
local flare = PlaceObject("GrenadeVisual", {fx_actor_class = "FlareStick"})
self:Attach(flare, self:GetSpotBeginIndex("Weaponr"))
flare:SetSoundMute(self:IsSoundMuted())
self.carry_flare = true
self:UpdateOutfit()
end
function ItemFallDown(obj)
if not IsValid(obj) then
return
end
local x, y, z = FindFallDownPos(obj)
if not x then
local step_obj
step_obj, z = WalkableSlabByPoint(obj, "downward only")
if not z then
return
end
x, y = obj:GetPosXYZ()
end
local z3d = z or terrain.GetHeight(x, y)
local height = Max(0, select(3, obj:GetVisualPosXYZ()) - z3d)
obj:SetGravity()
local fall_time = height > 0 and obj:GetGravityFallTime(height) or 0
obj:SetPos(x, y, z3d, fall_time)
Sleep(fall_time)
if IsValid(obj) then
obj:SetGravity(0)
if not z then
obj:SetPos(x, y)
end
end
end
function Unit:RoamDropFlare()
if not self.carry_flare then return end
local attaches = self:GetAttaches("GrenadeVisual")
for _, obj in ipairs(attaches) do
if obj.fx_actor_class == "FlareStick" then
local flare_pos = self:GetSpotLocPos(obj:GetAttachSpot())
obj:Detach()
obj:SetSoundMute(false)
obj:SetHierarchyEnumFlags(const.efVisible)
local flare = PlaceObject("FlareOnGround")
flare:SetPos(flare_pos)
flare.item_class = "FlareStick"
flare.campaign_time = Game.CampaignTime
flare.remaining_time = 4 * 5000
flare.Despawn = true
obj:SetAxis(axis_z)
obj:SetAngle(0)
flare.visual_obj = obj
flare:UpdateVisualObj()
-- flare fall down
CreateGameTimeThread(ItemFallDown, flare)
end
end
self.carry_flare = nil
if not self:IsDead() then
if self.cur_idle_style and string.match(self.cur_idle_style, "Flare") then
self.cur_idle_style = false
end
if self:IsCommandThread() then
self:SetRandomAnim(self:GetIdleBaseAnim())
else
self:InterruptCommand("Idle")
end
end
end
function Unit:PlayRoamAnimation(marker)
if gv_FlareCarriers > 0 and (GameState.Night or GameState.Underground) and self.team.player_enemy and
self.species == "Human" and not self.infected and not self.carry_flare
and self:Random(100) < 50
then
gv_FlareCarriers = gv_FlareCarriers - 1
self:RoamAttachFlare()
end
local exec_time = GameTime()
local pos = self:GetRoamPos(marker)
if pos then
NetUpdateHash("PlayRoamAnimation", pos)
self:GotoSlab(pos)
end
if self.species == "Human" then
if self.carry_flare then
self:PlayIdleStyle("Idle_Flare", nil, 1)
else
local prop_meta = self:GetPropertyMetadata("RoamAnimationSet")
local anim_set = Presets.AnimationSet[prop_meta.preset_group][self.RoamAnimationSet]
if anim_set then
anim_set:Play(self, const.eKeepComponentTargets)
self:TakeSlabExploration()
end
end
end
if GameTime() - exec_time <= 0 then
-- at least play an "idle"
self:SetRandomAnim(self:GetIdleBaseAnim())
local timeToEnd = self:TimeToAnimEnd()
timeToEnd = timeToEnd ~= 0 and timeToEnd or 500 -- Infinite loop prevention
Sleep(timeToEnd)
end
end
function Unit:Roam(marker, end_orient)
if g_Combat or not marker then
self:SetBehavior()
self:SetCommand("Idle")
return
end
self:SetBehavior("Roam", {marker, end_orient})
self:ChangeStance(nil, nil, "Standing")
while true do
self:PlayRoamAnimation(marker)
end
self:SetBehavior()
if end_orient then
self:SetOrientationAngle(marker:GetAngle(), 200)
end
end
function Unit:RoamSingle(marker)
if g_Combat or not marker then
self:ClearBehaviors("RoamSingle")
self:SetCommand("Idle")
return
end
if self.species == "Hyena" then
self:ClearBehaviors("RoamSingle")
self:SetCommand("RoamHyenaLead")
return
end
self:SetBehavior("RoamSingle", {marker})
self:ChangeStance(nil, nil, "Standing")
self:PlayRoamAnimation(marker)
self:SetBehavior()
end
function Unit:GetRandomMoveStyle(walk_type)
local move_style
if walk_type then
move_style = GetRandomAnimationStyle(self, walk_type)
else
if self:IsProstitute() then
move_style = GetRandomAnimationStyle(self, "SeduceWalk")
end
if not move_style then
move_style = GetRandomAnimationStyle(self, "Walk")
end
end
return move_style
end
function Unit:ResetMoveStyle()
self.move_style = false
end
function Unit:Visit(visitable, already_in_perpetual)
local start_pos = self.visit_test and self:GetPos()
self:PushDestructor(function(self)
self:FreeVisitable() -- visitable can change meanwhile
self:SetBehavior()
Msg("VisitFinished", self, visitable)
end)
assert(not visitable.reserved or self.handle == visitable.reserved, "Double usage of visitable!")
self:SetBehavior("Visit", { visitable } )
local marker, dest, lookat = visitable[1], visitable[2], visitable[3]
if marker then
self.last_roam = IsKindOf(marker, "AL_Roam") and marker
self.last_visit = marker
-- NOTE: it is a valid case someone to delete a marker and the save to become broken
marker:Visit(self, dest, lookat, already_in_perpetual)
else
self:IdleRoutine_StandStill()
end
self:PopAndCallDestructor()
if self.visit_test then
self:GotoSlab(start_pos)
DoneObject(self)
end
end
function Unit:IsVisiting()
local visiting = self.behavior == "Visit" or self.behavior == "Roam" or self.behavior == "RoamSingle"
return visiting and self.behavior == self.command
end
function Unit:CowerRun()
local run_angle = self:Random(360 * 60)
local delta = const.AmbientLife.CowerRunAngleSpanAvoid / 2
if self.cower_angle - delta < run_angle and run_angle < self.cower_angle + delta then
run_angle = self.cower_angle + (run_angle < self.cower_angle and -delta or delta)
end
self.cower_from, self.cower_angle = false, false
local dir = Rotate(pt_right, run_angle)
local pos = self:GetPos()
local dest = pos + SetLen(dir, const.AmbientLife.CowerRunDist)
local slab_x, slab_y, slab_z = SnapToPassSlabXYZ(dest)
while not slab_x and not IsCloser2D(dest, pos, guim) do
dest = dest - dir
slab_x, slab_y, slab_z = SnapToPassSlabXYZ(dest)
end
if slab_x then
PlayFX("CowerRun", "start", self, self.gender)
self:GotoSlab(point(slab_x, slab_y, slab_z))
PlayFX("CowerRun", "end", self, self.gender)
end
self.cower_cooldown = GameTime() + const.AmbientLife.CowerRunCooldownTime
end
function Unit:CanChangeCowerSpot()
if g_Combat or self.cower_cooldown and GameTime() - self.cower_cooldown < 0 then
return
end
local roll = self:Random(100)
return roll < const.AmbientLife.CowerSpotChangeChance
end
function Unit:PlayIdleStyle(idle_style, duration, anim_cycles)
local anim_style = GetAnimationStyle(self, idle_style)
if not anim_style then return end
local end_time
if duration and duration > 0 then
end_time = now() + duration
if IsValidAnim(self, anim_style.End) then
end_time = end_time - self:GetAnimDuration(anim_style.End)
end
end
self.cur_idle_style = idle_style
local cur_anim = self:GetStateText()
if anim_style:HasAnimation(cur_anim) then
Sleep(self:TimeToAnimEnd())
else
local start_anim = anim_style.Start or ""
if start_anim ~= "" and cur_anim ~= start_anim and IsValidAnim(self, start_anim) then
self:SetState(start_anim, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
end
end
while true do
local anim = anim_style:GetRandomAnim(self)
self:SetState(anim, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
anim_cycles = anim_cycles and (anim_cycles - 1)
if (end_time and now() - end_time >= 0) or (anim_cycles and anim_cycles <= 0) then
if IsValidAnim(self, anim_style.End) then
self:SetState(anim_style.End, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
end
break
end
end
end
function Unit:PlayAnimStyleEndAnim(idle_style)
local anim_style = GetAnimationStyle(self, idle_style)
if anim_style and IsValidAnim(self, anim_style.End) then
local cur_anim = self:GetStateText()
if cur_anim == anim_style.Start or anim_style:HasAnimation(cur_anim) then
if cur_anim == anim_style.Start then
Sleep(self:TimeToAnimEnd())
if not IsValid(self) then return end
end
self:SetState(anim_style.End, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
end
end
end
function Unit:CanCower()
if self.cower_forbidden then return end
return (g_Combat or not self.conflict_ignore) and self.species == "Human" and not self:IsDead()
end
function Unit:Cower(find_cower_spot, timeout, restore_behavior, restore_behavior_params)
assert(self:IsValidPos())
CreateGameTimeThread(function()
Sleep(self:Random(500))
PlayFX("Cower", "start", self, self.gender)
end)
if not g_Combat then
local params = {find_cower_spot, timeout}
if timeout and not restore_behavior and self.behavior ~= "Cower" then
restore_behavior = self.behavior
restore_behavior_params = self.behavior_params
params[#params + 1] = restore_behavior
params[#params + 1] = restore_behavior_params
end
self:SetBehavior("Cower", params)
self:SetCombatBehavior("Cower", params)
else
local params = {find_cower_spot, timeout}
if timeout and not restore_behavior and self.combat_behavior ~= "Cower" then
restore_behavior = self.combat_behavior
restore_behavior_params = self.combat_behavior_params
params[#params + 1] = restore_behavior
params[#params + 1] = restore_behavior_params
end
self:SetBehavior("Cower", params)
self:SetCombatBehavior("Cower", params)
end
self:SetTargetDummy(false)
self:UninterruptableGoto(self:GetVisualPos()) -- stop on the nearest free slab
local cur_anim = self:GetStateText()
local anim_style_group = GetHighestCover(self) and "CowerCover" or "Cower"
local anim_style = GetAnimationStyle(self, self.cur_idle_style)
if not anim_style or anim_style.VariationGroup ~= anim_style_group then
anim_style = GetRandomAnimationStyle(self, anim_style_group)
self.cur_idle_style = anim_style and anim_style.Name or nil
end
-- restore from load game
if anim_style and (cur_anim == anim_style.Start or anim_style:HasAnimation(cur_anim)) and not self:IsAnimEnd() then
Sleep(self:TimeToAnimEnd())
end
self:PushDestructor(function(self)
self:FreeVisitable()
if not IsValid(self) then return end
PlayFX("Cower", "end", self, self.gender)
if self.behavior == "Cower" then
if restore_behavior then
self:SetBehavior(restore_behavior, restore_behavior_params)
else
self:SetBehavior()
end
end
if self.combat_behavior == "Cower" then
if restore_behavior then
self:SetCombatBehavior(restore_behavior, restore_behavior_params)
else
self:SetCombatBehavior()
end
end
self:PlayAnimStyleEndAnim(self.cur_idle_style)
end)
local start_time = now()
while (self:CanCower() or timeout) and (not timeout or (now() - start_time) < timeout) do
if find_cower_spot or self:CanChangeCowerSpot() then
local visitable = self:GetRandomVisitable("low covers")
if visitable then
self:FreeVisitable()
self:ReserveVisitable(visitable)
local marker, pos, lookat = unpack_params(visitable)
pos = pos or marker:GetPos()
self:PlayAnimStyleEndAnim(self.cur_idle_style)
if self:GotoSlab(pos, nil, nil, "Run") then
self:UpdateMoveAnim(nil, "Run", pos)
if self:Goto(pos, "sl") and lookat then
local angle = visitable.cover and table.rand(lookat, self:Random()) or CalcOrientation(self, lookat)
self:SetOrientationAngle(angle, 200)
end
end
anim_style_group = GetHighestCover(self) and "CowerCover" or "Cower"
anim_style = GetRandomAnimationStyle(self, anim_style_group)
self.cur_idle_style = anim_style and anim_style.Name or nil
end
self.cower_cooldown = false
end
find_cower_spot = false
if not g_Combat and self.cower_from then
self:CowerRun()
end
local visitable = self:GetVisitable()
local marker = visitable and visitable[1]
if marker and IsValidAnim(self, marker.VisitIdle) then
local anim, phase = self:GetNearbyUniqueRandomAnim(marker.VisitIdle)
self:SetState(anim, const.eKeepComponentTargets)
if phase > 0 then
self:SetAnimPhase(1, phase)
end
elseif anim_style then
local cur_anim = self:GetStateText()
local is_start_anim = cur_anim == anim_style.Start
local is_idle_anim = anim_style:HasAnimation(cur_anim)
local is_external_anim = not is_start_anim and not is_idle_anim
if is_external_anim and IsValidAnim(self, anim_style.Start) then
self:SetState(anim_style.Start, const.eKeepComponentTargets)
elseif is_external_anim or is_start_anim and self:IsAnimEnd() or is_idle_anim and self:GetAnimPhase(1) == 0 then
self:SetState(anim_style:GetRandomAnim(self), const.eKeepComponentTargets)
end
else
-- fallback
self:SetState("civ_Standing_Fear", const.eKeepComponentTargets)
end
self:SetFootPlant(true)
self:SetTargetDummy(nil, nil, nil, 0)
WaitMsg(self, self:TimeToAnimEnd())
if not g_Combat and self.cower_from then
self:CowerRun()
end
end
self:PopAndCallDestructor()
end
local function CanCowerOnAttack(unit)
return IsValid(unit) and IsKindOf(unit, "Unit") and unit.team.side == "neutral" and unit:CanCower() and unit.command ~= "Cower"
end
function OnMsg.Attack(action, results, attack_args)
local target = attack_args.target
if not IsValid(target) or not CanCowerOnAttack(target) then
return
end
local target_pos = GetPackedPosAndStance(target)
local target_sight = target:GetSightRadius()
local cowards = MapGet(target, const.AmbientLife.CowerPropagateRadius, "Unit", function(unit)
if not unit:IsDead() and CanCowerOnAttack(unit) then
return stance_pos_dist(target_pos, GetPackedPosAndStance(unit)) <= target_sight
end
end)
local timeout_min = const.AmbientLife.CowerTimeoutMin
local timeout_range = const.AmbientLife.CowerTimeoutMax - timeout_min
for _, unit in ipairs(cowards) do
local timeout = timeout_min + unit:Random(timeout_range)
unit:SetCommand("Cower", "find cower spot", timeout)
end
end
function Unit:AdvanceTo(handle, delay) -- advance behavior
if delay then
Sleep(delay)
if g_Combat then
if self.combat_behavior == "AdvanceTo" then
self:SetCombatBehavior()
end
return
end
end
local marker = HandleToObject[handle]
if not IsKindOf(marker, "GridMarker") then
StoreErrorSource(marker or self, "Invalid marker handle in Unit:AdvanceTo")
self:SetBehavior()
return
end
local positions = marker:GetAreaPositions()
if #(positions or empty_table) == 0 then
self:SetBehavior()
return
end
self:SetBehavior("AdvanceTo", {handle})
if self.team and self.team.player_enemy then
self:AddStatusEffect("HighAlert")
end
local goto_pos = table.interaction_rand(positions, "Behavior")
goto_pos = point(point_unpack(goto_pos))
self:GotoSlab(goto_pos, nil, nil, self:GetCommandParam("move_anim") or "Walk")
local x, y = self:GetGridCoords()
if marker:IsVoxelInsideArea(x, y) then
self:SetBehavior("Roam", {marker})
local params = self:GetCommandParamsTbl("AdvanceTo")
if params.PropagateAnimParams then
self:SetCommandParams("Roam", params)
end
else
Sleep(100)
end
end
MapVar("g_MarkerGroupRoute", {})
MapVar("g_MarkerGroupAngle", {})
function ResetMarkerGroupRouteCache()
g_MarkerGroupRoute = {}
g_MarkerGroupAngle = {}
end
function GetRouteFromMarkerGroup(marker_group)
if g_MarkerGroupRoute[marker_group] then return g_MarkerGroupRoute[marker_group], g_MarkerGroupAngle[marker_group] end
local markers = MapGetMarkers("Waypoint", marker_group)
local route = {}
local angle
if markers and #markers > 0 then
for i = 1, #markers do
for j = 1, #markers do
if markers[j].ID == tostring(i) then
if i == #markers then
angle = markers[j]:GetAngle()
end
route[#route + 1] = {markers[j]:GetPos(), markers[j].FlavorAnim}
break
end
end
end
else
markers = MapGetMarkers(nil, marker_group)
if markers and #markers > 0 then
local marker = markers[1]
for i = 2, #markers do
if marker.AreaWidth + marker.AreaHeight < markers[i].AreaWidth + markers[i].AreaHeight then
marker = markers[i]
end
end
if marker then
route = marker:GetMarkerCornerPositions()
angle = marker:GetAngle()
end
end
end
g_MarkerGroupRoute[marker_group] = route
g_MarkerGroupAngle[marker_group] = angle
return route, angle
end
function Unit:Patrol(marker_group, next_id, loop, end_orient)
self:SetBehavior("Patrol", {marker_group, next_id, loop, end_orient})
next_id = next_id or 1
local route, angle = GetRouteFromMarkerGroup(marker_group)
if next_id > #route or next_id < 1 then
if not loop or next_id == 1 then
-- get the previous (last existing) marker to make the unit face in the way it points
if route[next_id - 1] and end_orient then
self:SetOrientationAngle(angle, not GameTimeAdvanced and 0 or 200)
end
self:SetBehavior()
self:SetCommand("Idle")
return
end
self:SetCommand("Patrol", marker_group, 1, loop, end_orient) -- restart from id 1
return
end
local route_node = route[next_id]
local route_pos = GetPassSlab(route_node[1]) or route_node[1]
if not self:GotoSlab(route_pos) then
local has_path, closest_pos = pf.HasPosPath(self:GetPos(), route_pos, self:GetPfClass())
if not has_path or closest_pos ~= route_pos then
self:Teleport(route_pos)
end
end
local waypoint_anim = route_node[2]
if waypoint_anim and waypoint_anim ~= "" then
self:SetState(waypoint_anim, const.eKeepComponentTargets)
self:SetFootPlant(true)
Sleep(self:TimeToAnimEnd())
else
waypoint_anim = self:TryGetActionAnim("IdlePassive", self.stance)
if waypoint_anim then
self:SetRandomAnim(waypoint_anim)
Sleep(Min(5000, self:TimeToAnimEnd()))
end
end
self:SetCommand("Patrol", marker_group, next_id + 1, loop, end_orient)
end
function Unit:ExitMap(marker, start_time)
if not marker then
self:SetBehavior()
return
end
if not start_time then
start_time = GameTime() + 3000
end
self:SetBehavior("ExitMap", {marker, start_time})
if not self:IsAmbientUnit() and start_time - GameTime() > 0 then
self:SetRandomAnim(self:GetIdleBaseAnim())
Sleep(start_time - GameTime())
end
self:ChangeStance(nil, nil, "Standing")
ObjModified(self)
self:PushDestructor(function(self)
if IsValid(self) then
self:OverwritePFClass(false)
end
end)
if self.species == "Human" then
self:OverwritePFClass(CalcPFClass("player1"))
end
self:GotoSlab(marker:GetPos(), nil, nil, self:GetCommandParam("move_anim") or "Walk")
self:PopAndCallDestructor()
self:Despawn()
end
function Unit:EnterMap(zone, pos, wait_time)
if GameState.Conflict or GameState.ConflictScripted then
DoneObject(self)
return
end
self.enter_map_wait_time = GameTime() + wait_time
self.enter_map_pos = pos
local marker = zone:GetEntranceMarker()
self:PushDestructor(function(self)
if not IsValid(self) then return end
self:SetPos(marker and marker:GetPos() or pos)
self.enter_map_wait_time = false
self.enter_map_pos = false
ObjModified(self)
end)
if wait_time then
Sleep(wait_time)
end
self:PopAndCallDestructor()
if not IsValid(self) then return end
self:PushDestructor(function(self)
if IsValid(self) then
self:OverwritePFClass(false)
end
end)
if self.species == "Human" then
self:OverwritePFClass(CalcPFClass("player1"))
end
self:SetCommandParamValue(self.command, "move_anim", "Walk")
self:GotoSlab(pos)
self:PopAndCallDestructor()
ObjModified(self)
if GameState.Conflict or GameState.ConflictScripted then
self:SetCommand("Cower", "find cower spot")
self:SetCommandParamValue("Cower", "move_anim", "Run")
self:UpdateMoveAnim()
else
self:AmbientRoutine()
end
end
function Unit:GoBackAfterCombat(pos)
self:GotoSlab(pos)
self:SetBehavior()
end
function Unit:IsAmbientUnit()
return IsKindOf(self.routine_spawner, "AmbientZoneMarker")
end
function Unit:IsProstitute()
return self.unitdatadef_id == "WorkingGirl" or self.unitdatadef_id == "WorkingGuy"
end
function Unit:ResetAmbientLife(kick_perpetual_units, force_immediate_kick)
if not self.command == "Visit" then return end
local visitable = self.behavior_params[1]
local marker = visitable[1]
if not (marker and marker:CanVisit(self)) or (kick_perpetual_units and self.perpetual_marker) then
self:SetBehavior()
self:SetCommand("Idle")
if force_immediate_kick then
-- NOTE: Visit command does all the exit work in destructor which may be late(next ms after ResetAmbientLife)
-- since the next effect UnitsStealForPerpetualMarkers may happen in the same ms as ResetAmbientLife
-- and the following not cleared members may prevent perpetual markers stealing
if self.perpetual_marker then
self.perpetual_marker.perpetual_unit = false
self.perpetual_marker = false
end
end
end
end
DefineClass.AL_CorpseMarker = {
__parents = {"GameDynamicSpawnObject"},
flags = {gofSyncObject = true},
}
DefineClass.AL_Mourn_FromCorspe = {
__parents = {"AL_Mourn", "AL_CorpseMarker"},
}
DefineClass.AL_Maraud_FromCorspe = {
__parents = {"AL_Maraud", "AL_CorpseMarker"},
}
function Unit:__PlaceCorpseMarker(class, visit_min, visit_max)
local randomPos = RotateRadius(50 * guic, self:Random(360 * 60), self)
if GetPassSlabXYZ(randomPos) then
local marker = PlaceObject(class, {corpse = self, Teleport = false})
marker:SetPos(randomPos)
marker:Face(self)
marker.VisitMinDuration = visit_min + self:Random(visit_max - visit_min)
table.insert(g_Visitables, marker:GenerateVisitable())
return marker
end
end
function Unit:PlaceALDeadMarkers()
if self.dead_markers_tried then return end
self.dead_markers_tried = true
local tries = 10
assert(not self.mourn)
for try = 1, tries do
local mourn = self:__PlaceCorpseMarker("AL_Mourn_FromCorspe", const.AmbientLife.MournVisitMin, const.AmbientLife.MournVisitMax)
if mourn then
self.mourn = mourn
break
end
end
assert(not self.maraud)
for try = 1, tries do
local maraud = self:__PlaceCorpseMarker("AL_Maraud_FromCorspe", const.AmbientLife.MaraudVisitMin, const.AmbientLife.MaraudVisitMax)
if maraud then
self.maraud = maraud
break
end
end
end
local function KickOutVisitorAndDeleteMarker(marker)
local visitable, idx = table.find_value(g_Visitables, 1, marker)
local visitor = visitable and visitable.reserved and HandleToObject[visitable.reserved]
if IsValid(visitor) then
visitor:SetBehavior()
visitor:SetCommand("Idle")
end
if idx then
table.remove(g_Visitables, idx)
end
end
function Unit:RemoveALDeadMarkers()
if self.mourn then
KickOutVisitorAndDeleteMarker(self.mourn)
DoneObject(self.mourn)
self.mourn = false
end
if self.maraud then
KickOutVisitorAndDeleteMarker(self.maraud)
DoneObject(self.maraud)
self.maraud = false
end
end
function SavegameSectorDataFixups.AL_Corpses(sector_data, lua_revision, handle_data)
local spawn_data = sector_data.spawn
local length = #(spawn_data or "")
local units, invalid_dead_markers, marker_class = {}, {}, {}
for i = 1, length, 2 do
local class, handle = spawn_data[i], spawn_data[i + 1]
if class == "AL_Mourn_FromCorspe" or class == "AL_Maraud_FromCorspe" then
local marker_data = handle_data[handle]
if not marker_data.corpse then
table.insert(invalid_dead_markers, marker_data)
marker_class[marker_data] = class
end
elseif class == "Unit" then
table.insert(units, handle)
local unit_data = handle_data[handle]
if unit_data.behavior == "Dead" and not unit_data.dead_markers_tried then
unit_data.dead_markers_tried = not not (unit_data.mourn or unit_data.maraud)
end
end
end
if #invalid_dead_markers > 0 then
local mourn_units, maraud_units = {}, {}
for _, handle in ipairs(units) do
local unit_data = handle_data[handle]
if unit_data.behavior == "Dead" then
table.insert(mourn_units, unit_data)
table.insert(maraud_units, unit_data)
end
end
for _, marker_data in ipairs(invalid_dead_markers) do
local units = marker_class[marker_data] == "AL_Mourn_FromCorspe" and mourn_units or maraud_units
local marker_pos = marker_data.pos
local closest_unit = table.min(units, function(unit_data)
return marker_pos:Dist(unit_data.pos)
end)
table.remove_value(units, closest_unit)
marker_data.corpse = closest_unit and closest_unit.handle or false
end
end
end
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