-------------------------------------------------------------------------- --[[ EventRegrowth class definition ]] -- A modified version of the original regrowthmanager.lua -- It acts as a standalone regrowth manager and is independent of the 3 existing ones -- It's unlikely affected by game updates as long as Klei doesn't change the API (they shouldn't) -- by lolo Jan. 2018 -------------------------------------------------------------------------- return Class(function(self, inst) assert(inst.ismastersim, "event_regrowth should not exist on client") require "map/terrain" -------------------------------------------------------------------------- --[[ Constants ]] -------------------------------------------------------------------------- local DEBUG = false local DEBUG_TELE = false local UPDATE_PERIOD = 9 local BASE_RADIUS = 20 local EXCLUDE_RADIUS = 2 local JITTER_RADIUS = 6 local TOTAL_RADIUS = 1000 local MIN_PLAYER_DISTANCE = 40 local THREADS_PER_BATCH = 3 local THREADS_PER_BATCH_HOOK = 5 local REGROW_STATUS = { SUCCESS = 0, FAILED = 1, CACHE = 2, } -------------------------------------------------------------------------- --[[ Member variables ]] -------------------------------------------------------------------------- --Public self.inst = inst --Private local regrowth_table_populated_by_mod = false local regrowth_table = {} local entity_list = {} -------------------------------------------------------------------------- --[[ Private member functions ]] -------------------------------------------------------------------------- local function EntityDeathEventHandler(ent) if entity_list[ent.prefab] == nil then entity_list[ent.prefab] = {} end local position = ent:GetPosition() entity_list[ent.prefab][#entity_list[ent.prefab]+1] = {position = position, interval = regrowth_table[ent.prefab].interval} ent:RemoveEventCallback("onremove", EntityDeathEventHandler, nil) if DEBUG then print("[EventRegrowth] ", ent.prefab, " was removed at ", position) end end local function TestForRegrow(x, y, z, tile) if IsAnyPlayerInRange(x,y,z, MIN_PLAYER_DISTANCE, nil) then return REGROW_STATUS.CACHE end local ents = TheSim:FindEntities(x,y,z, BASE_RADIUS, nil, nil, { "structure", "wall" }) if #ents > 0 then -- No regrowth around players and their bases return REGROW_STATUS.FAILED end local ents = TheSim:FindEntities(x,y,z, EXCLUDE_RADIUS) if #ents > 0 then -- Too dense return REGROW_STATUS.CACHE end if not (inst.Map:CanPlantAtPoint(x, y, z)) then return REGROW_STATUS.CACHE end if inst.Map:GetTileAtPoint(x, y, z) ~= tile then -- keep things in their biome (more or less) return REGROW_STATUS.CACHE end return REGROW_STATUS.SUCCESS end -- duplicate of canregrow in natural regrowth local function CanRegrow(x, y, z, prefab) if IsAnyPlayerInRange(x,y,z, MIN_PLAYER_DISTANCE, nil) then return false end local ents = TheSim:FindEntities(x,y,z, EXCLUDE_RADIUS) if #ents > 0 then -- Too dense return false end local ents = TheSim:FindEntities(x,y,z, BASE_RADIUS, nil, nil, { "structure", "wall" }) if #ents > 0 then -- Don't spawn inside bases return false end if not (inst.Map:CanPlantAtPoint(x, y, z) and inst.Map:CanPlacePrefabFilteredAtPoint(x, y, z, prefab)) or (RoadManager ~= nil and RoadManager:IsOnRoad(x, 0, z)) then -- Not ground we can grow on return false end return true end local function GetRandomLocation(x, y, z, radius) local theta = math.random() * 2 * PI local radius = math.random() * radius local x = x + radius * math.cos(theta) local z = z - radius * math.sin(theta) return x,y,z end local function TryRegrowth(prefab, product, position) local x,y,z = GetRandomLocation(position.x,position.y,position.z,JITTER_RADIUS) local orig_tile = inst.Map:GetTileAtPoint(x,y,z) local status = TestForRegrow(x,y,z, orig_tile) if status == REGROW_STATUS.CACHE then if DEBUG then print("[EventRegrowth] Cached a ",product," for prefab ",prefab," at ", x, ",", y,",",z) end return false end if status == REGROW_STATUS.FAILED then -- for the failed case, we want to try spawning at a random location x,y,z = GetRandomLocation(position.x,position.y,position.z,TOTAL_RADIUS) if not CanRegrow(x,y,z, product) then -- if cannot regrow, return CACHE status if DEBUG then print("[EventRegrowth] Failed to spawn a ",product," for prefab ",prefab," at ", x, ",", y,",",z) end return false end end local instance = SpawnPrefab(product) if instance ~= nil then instance.Transform:SetPosition(x,y,z) instance:ListenForEvent("onremove", EntityDeathEventHandler, nil) if DEBUG then print("[EventRegrowth] Spawned a ",product," for prefab ",prefab," at ", x, ",", y,",",z) end if DEBUG_TELE then c_teleport(x,0,z) end end return true end local function HookEntities(prefab) while next(Ents) == nil do end local count = 0 for k, v in pairs(Ents) do if v.prefab == prefab then v:RemoveEventCallback("onremove", EntityDeathEventHandler, nil) v:ListenForEvent("onremove", EntityDeathEventHandler, nil) count = count + 1 end end if DEBUG then print("[EventRegrowth] Hooked ", count, " ",prefab) end end local function HookAllEntities(ents) local count = 0 local delay = 0 for prefab in pairs(ents) do inst:DoTaskInTime(delay, function() HookEntities(prefab) end) count = count + 1 if math.fmod(count, THREADS_PER_BATCH_HOOK) == 0 then delay = delay + 1 end end end -------------------------------------------------------------------------- --[[ Public member functions ]] -------------------------------------------------------------------------- function self:FinishModConfig() regrowth_table_populated_by_mod = true end function self:RegisterRegrowth(prefab, product, interval) if regrowth_table[prefab] == nil then -- avoid duplicate registration regrowth_table[prefab] = { product = product, interval = interval } HookEntities(prefab) end if DEBUG then print("[EventRegrowth] Registered ", product ," for ", prefab) end end -------------------------------------------------------------------------- --[[ Initialization ]] -------------------------------------------------------------------------- inst:DoPeriodicTask(UPDATE_PERIOD, function() self:LongUpdate(UPDATE_PERIOD) end) inst:ListenForEvent("ms_cyclecomplete", function() HookAllEntities(regrowth_table) end) -- every ~ 1 day we rehook every entities inst:DoTaskInTime(0, function() HookAllEntities(regrowth_table) end) -------------------------------------------------------------------------- --[[ Update ]] -------------------------------------------------------------------------- local function RegrowPrefabTask(prefab, position) for i = #entity_list[prefab],1,-1 do local success = TryRegrowth(prefab, regrowth_table[prefab].product, position) if success then -- remove from the list if it's success or failed table.remove(entity_list[prefab], i) end end end function self:LongUpdate(dt) if not regrowth_table_populated_by_mod then -- do nothing if the table is not fully initialized -- in case we accidentally drop some saved entities due to the respawn_table[prefab] == nil check return end local count = 0 local delay = 0 for prefab in pairs(entity_list) do if entity_list[prefab] == nil or #entity_list[prefab] == 0 then -- only do meaningful work else if regrowth_table[prefab] == nil then -- if we don't have it registered, discard entity_list[prefab] = nil else for i = 1, #entity_list[prefab] do -- decrease the interval if entity_list[prefab][i].interval > UPDATE_PERIOD then entity_list[prefab][i].interval = entity_list[prefab][i].interval - UPDATE_PERIOD else -- else set to 0 and regen entity_list[prefab][i].interval = 0 end if DEBUG then print("[EventRegrowth]", prefab, " at ", entity_list[prefab][i].position, " has interval ", entity_list[prefab][i].interval ) end if entity_list[prefab][i].interval == 0 then -- different threads inst:DoTaskInTime(delay, function() RegrowPrefabTask(prefab, entity_list[prefab][i].position) end) -- try not to flood the server with threads count = count + 1 if math.fmod( count,THREADS_PER_BATCH ) == 0 then delay = delay + 1 end end end end end end end -------------------------------------------------------------------------- --[[ Save/Load ]] -------------------------------------------------------------------------- function self:OnSave() local data = { entities = {} } for prefab in pairs(entity_list) do if entity_list[prefab] ~= nil then -- could be nil (set in the event loop) data.entities[prefab] = {} for i = 1, #entity_list[prefab] do data.entities[prefab][#data.entities[prefab] + 1] = {interval = entity_list[prefab][i].interval, position = entity_list[prefab][i].position} end if DEBUG then print("[EventRegrowth] Saved ", #data.entities[prefab]," entities for ", prefab) end end end return data end function self:OnLoad(data) for prefab in pairs(data.entities) do if entity_list[prefab] == nil then entity_list[prefab] = {} for i = 1, #data.entities[prefab] do entity_list[prefab][#entity_list[prefab] + 1] = {interval = data.entities[prefab][i].interval, position = data.entities[prefab][i].position} end if DEBUG then print("[EventRegrowth] Loaded ", #entity_list[prefab]," entities for ", prefab) end end end end -------------------------------------------------------------------------- --[[ End ]] -------------------------------------------------------------------------- end)