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