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Added comments, added base framework for respawning
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parent
d3efee7595
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264
lib/spawner.lua
264
lib/spawner.lua
@ -1,59 +1,229 @@
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--- spawner.lua
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-- Spawning utilities for H.O.G.G.I.T. Framework
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--Groups that should be auto-respawned along with their delay, and respawn percentage
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HOGGIT.zombies = {}
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-- Scheduled functions to check for respawns. This allows us to queue up functions to check for
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-- dead zombies, and by keeping a reference to the scheduled functions ID we can cancel it if
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-- another unit in the same group dies a short while after, and queue up another one, basically
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-- batching the dead checks if you kill many units in the same group in quick succession.
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HOGGIT.zombie_checks = {}
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--[[
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spawner.lua
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Automatically create a table of all units in the game and create a spawner for them.
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Auto generated spawner objects created from the .miz
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Example usage: if you have a red coalition group in the .miz named "Bad Guys":
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HOGGIT.spawners.red['Bad Guys']:Spawn()
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]]
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HOGGIT.spawners = {['neutral'] = {}, ['red'] = {}, ['blue'] = {}}
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--[[
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Spawner object that takes a group name from the ME.
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Has flexible options for spawning a group once defined. One of these are created for each group that exists
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in the .miz later on (stored in HOGGIT.spawners), but you can also define your own if you'd like to have groups
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that have the same template in the .miz, but have different behaviors
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(like spawning in a different location, or adding respawn options)
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Example usage: With a group in your .miz with the name "Good Guys 1":
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local good_guys_spawn = HOGGIT.Spawner("Good Guys 1")
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local spawned_good_guys_group = good_guys_spawn:Spawn()
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@param grpName Name of a group defined in the mission editor
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@return HOGGIT.Spawner
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]]
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HOGGIT.Spawner = function(grpName)
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local GroupName = grpName
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--- holds the function and args that are called when this spawner spawns a group
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local CallBack = {}
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--- Table/Dictionary keyed by a group object with true value if group is alive.
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-- Dead groups will be set to nil and garbage collected
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local SpawnedGroups = {}
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--- Respawn options
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local zombie = false
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local respawn_delay = 60
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local partial_death_threshold_percent = nil
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local partial_death_respawn_delay = respawn_delay
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return {
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Spawn = function(self)
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local added_grp = Group.getByName(mist.cloneGroup(grpName, true).name)
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if CallBack.func then
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if not CallBack.args then CallBack.args = {} end
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mist.scheduleFunction(CallBack.func, {added_grp, unpack(CallBack.args)}, timer.getTime() + 1)
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end
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return added_grp
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end,
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SpawnAtPoint = function(self, point)
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local vars = {
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groupName = grpName,
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point = point,
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action = "clone"
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}
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local new_group = mist.teleportToPoint(vars)
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if new_group then
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local name = new_group.name
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if CallBack.func then
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--- Spawns a copy of the "template" group in the mission editor
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-- Spawns the group at the same location and with the same parameters as the 'template' in the mission editor.
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-- @param self HOGGIT.Spawner object
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-- @return Group
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Spawn = function(self)
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local added_grp = Group.getByName(mist.cloneGroup(grpName, true).name)
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if CallBack.func then
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if not CallBack.args then CallBack.args = {} end
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mist.scheduleFunction(CallBack.func, {Group.getByName(name), unpack(CallBack.args)}, timer.getTime() + 1)
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end
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return Group.getByName(name)
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else
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trigger.action.outText("Error spawning " .. grpName, 15)
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end
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end,
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SpawnInZone = function(self, zoneName)
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local added_grp = Group.getByName(mist.cloneInZone(grpName, zoneName).name)
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if CallBack.func then
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if not CallBack.args then CallBack.args = {} end
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mist.scheduleFunction(CallBack.func, {added_grp, unpack(CallBack.args)}, timer.getTime() + 1)
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end
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return added_grp
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end,
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OnSpawnGroup = function(self, f, args)
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CallBack.func = f
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CallBack.args = args
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end
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mist.scheduleFunction(CallBack.func, {added_grp, unpack(CallBack.args)}, timer.getTime() + 1)
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end
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SpawnedGroups[added_grp] = true
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if zombie then HOGGIT.setZombie(HOGGIT.zombies, added_grp, self, true) end
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return added_grp
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end,
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--- Same as 'Spawn', but takes an SSE Vec2 (table with an X and Y keys)
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-- @param self HOGGIT.Spawner object
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-- @param point Vec2
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-- @return Group
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SpawnAtPoint = function(self, point)
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local vars = {
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groupName = grpName,
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point = point,
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action = "clone"
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}
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local new_group = mist.teleportToPoint(vars)
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if new_group then
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local name = new_group.name
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if CallBack.func then
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if not CallBack.args then CallBack.args = {} end
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mist.scheduleFunction(CallBack.func, {Group.getByName(name), unpack(CallBack.args)}, timer.getTime() + 1)
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end
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local added_grp = Group.getByName(name)
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SpawnedGroups[added_grp] = true
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if zombie then HOGGIT.setZombie(HOGGIT.zombies, added_grp, self, true) end
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return added_grp
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else
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trigger.action.outText("Error spawning " .. grpName, 15)
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end
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end,
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--- Same as 'Spawn' but takes a zone name defined in the mission editor
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-- @param self HOGGIT.Spawner object
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-- @param zoneName Name of a zone that's defined in the mission editor
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-- @return Group
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SpawnInZone = function(self, zoneName)
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local added_grp = Group.getByName(mist.cloneInZone(grpName, zoneName).name)
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if CallBack.func then
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if not CallBack.args then CallBack.args = {} end
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mist.scheduleFunction(CallBack.func, {added_grp, unpack(CallBack.args)}, timer.getTime() + 1)
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end
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SpawnedGroups[added_grp] = true
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if zombie then HOGGIT.setZombie(HOGGIT.zombies, added_grp, self, true) end
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return added_grp
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end,
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--- Add a function with arguments to be called when this Spawner actually spawns a unit
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-- @param self HOGGIT.Spawner
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-- @param f the function to be called, always called with spawned group as first param
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-- @param args table of additional arguments that the callback function will be called with
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OnSpawnGroup = function(self, f, args)
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CallBack.func = f
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CallBack.args = args
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end,
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--[[
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Setup Zombies that respawn upon death!
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Adds groups to the HOGGIT.zombies table for evaulation for respawning.
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@param spawner HOGGIT.Spawner object
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@param respawn_delay Amount of seconds group will respawn after emitting S_EVENT_DEAD event
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@param partial_death_threshold_percent Percentage of dead units in group to consider whole group dead
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@param partial_death_respawn_delay Amount of time that a partially dead unit that meets the threshold percent
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to be considered completely dead takes to respawn in seconds, default: respawn_delay
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]]
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SetGroupRespawnOptions = function(
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self,
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respawn_delay,
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partial_death_threshold_percent,
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partial_death_respawn_delay) do
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if partial_death_respawn_delay == nil and partial_death_threshold_percent ~= nil then
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partial_death_respawn_delay = respawn_delay
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end
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self:SetZombieOptions({
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['zombie'] = true,
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['respawn_delay'] = respawn_delay,
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['partial_death_threshold_percent'] = respawn_delay,
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['partial_death_respawn_delay'] = partial_death_respawn_delay
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})
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end
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end,
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SetZombieOptions = function(self, options)
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zombie = options['zombie']
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if zombie then
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respawn_delay = options['respawn_delay']
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partial_death_threshold_percent = options['partial_death_threshold_percent']
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if options['partial_death_respawn_delay'] then
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partial_death_respawn_delay = options['partial_death_respawn_delay']
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else
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partial_death_respawn_delay = respawn_delay
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end
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trigger.action.outText(GroupName .. " is now a zombie! Arggghhh!", 10)
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end
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end,
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}
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end
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HOGGIT.spawners = {['neutral'] = {}, ['red'] = {}, ['blue'] = {}}
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for cidx, coalitionName in ipairs({'neutral', 'red', 'blue'}) do
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for gidx, group in pairs(coalition.getGroups(cidx - 1)) do
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HOGGIT.spawners[coalitionName][Group.getName(group)] = HOGGIT.Spawner(Group.getName(group))
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--- Setup the default table of spawners, one for every group in the .miz
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HOGGIT.SetupDefaultSpawners = function()
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for cidx, coalitionName in ipairs({'neutral', 'red', 'blue'}) do
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for gidx, group in pairs(coalition.getGroups(cidx - 1)) do
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HOGGIT.spawners[coalitionName][Group.getName(group)] = HOGGIT.Spawner(Group.getName(group))
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end
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end
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end
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HOGGIT.setZombie = function(zombie_tracker, group, spawner, state)
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if state then
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zombie_tracker[group] = spawner
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else
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zombie_tracker[group] = nil
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end
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end
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HOGGIT._deathHandler = function(event)
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if event.id ~= world.event.S_EVENT_DEAD then return end
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if not event.initiator then return end
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if not event.initiator.getGroup then return end
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local grp = event.initiator:getGroup()
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if grp then
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if HOGGIT.zombies[grp] then
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local spawner = HOGGIT.zombies[grp]
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if HOGGIT.zombie_checks[spawner] then
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local s_func_id = HOGGIT.zombie_checks[spawner]
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mist.removeFunction(s_func_id)
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trigger.action.outText("Removing dead check id ".. s_func_id .." for group: " + grp:getName())
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end
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local new_func_id = mist.scheduleFunction(function()
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local needs_respawn = false
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local partial_respawn = false
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if not HOGGIT.GroupIsAlive(grp) then
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needs_respawn = true
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elseif spawner.partial_death_threshold_percent then
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local group_size = grp:getSize()
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local initial_size = grp:getInitialSize()
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local percent_alive = group_size / initial_size * 100
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if (percent_alive - 100) >= partial_death_threshold_percent then
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needs_respawn = true
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partial_respawn = true
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end
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end
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if needs_respawn then
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local delay = spawner.respawn_delay
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if partial_respawn then delay = spawner.partial_death_respawn_delay end
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HOGGIT.zombies[grp] = nil
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mist.scheduleFunction(function()
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spawner.Spawn()
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end, {}, timer.getTime() + delay)
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end
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HOGGIT.zombie_checks[spawner] = nil
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end, {}, timer.getTime() + 10)
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trigger.action.outText("Scheduled NEW dead check id ".. new_func_id .." for group: " .. grp:getName())
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HOGGIT.zombie_checks[spawner] = new_func_id
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end
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end
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end
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mist.addEventHandler(HOGGIT._deathHandler)
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@ -20,3 +20,13 @@ HOGGIT.listContains = function(list, elem)
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return false
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end
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HOGGIT.GroupIsAlive = function(group)
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local grp = nil
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if type(group) == "string" then
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grp = Group.getByName(group)
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else
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grp = group
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end
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if grp and grp:isExist() and grp:getSize() > 0 then return true else return false end
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end
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