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- defense.director = {}
- local director = defense.director
- director.update_interval = 1.0
- director.intensity_decay = 0.93
- director.max_entities = 50
- --[[
- spawn_list: List of spawn events that may happen
- description: Description for this spawn event (mostly for debugging)
- name: Name of the entity to spawn
- intensity_min: Minimum intensity requirement for the event to fire
- intensity_max: Maximum intensity requirement for the event to fire
- group_min: Minimum number of entities to spawn when event fires
- group_max: Maximum number of entities to spawn when event fires
- probability: Probability of spawning per update (excluding cooldown times)
- day_start: Number of game days before this event can start happening
- spawn_time: Spawn cooldown
- spawn_location_type: ["ground"/"air"] Where entities will appear
- ]]
- director.spawn_list = {
- {
- description = "Unggoy group",
- name = "defense:unggoy",
- intensity_min = 0.0,
- intensity_max = 0.6,
- group_min = 1,
- group_max = 4,
- probability = 0.4,
- day_start = 0,
- spawn_time = 14.0,
- spawn_location_type = "ground",
- },
- {
- description = "Unggoy horde",
- name = "defense:unggoy",
- intensity_min = 0.0,
- intensity_max = 0.1,
- group_min = 21,
- group_max = 24,
- probability = 0.8,
- day_start = 1,
- spawn_time = 31.0,
- spawn_location_type = "ground",
- },
- {
- description = "Paniki group",
- name = "defense:paniki",
- intensity_min = 0.0,
- intensity_max = 0.3,
- group_min = 1,
- group_max = 6,
- probability = 0.6,
- day_start = 0,
- spawn_time = 9.0,
- spawn_location_type = "air",
- },
- {
- description = "Sarangay",
- name = "defense:sarangay",
- intensity_min = 0.0,
- intensity_max = 0.2,
- group_min = 1,
- group_max = 1,
- probability = 0.4,
- day_start = 2,
- spawn_time = 90.0,
- spawn_location_type = "ground",
- },
- {
- description = "Botete",
- name = "defense:botete",
- intensity_min = 0.0,
- intensity_max = 0.3,
- group_min = 1,
- group_max = 1,
- probability = 0.4,
- day_start = 1,
- spawn_time = 90.0,
- spawn_location_type = "air",
- },
- }
- -- State tracking stuff
- director.intensity = 0.5
- director.cooldown_timer = 3
- local spawn_timers = {}
- local last_average_health = 1.0
- local last_mob_count = 0
- for _,m in ipairs(director.spawn_list) do
- spawn_timers[m.description] = m.spawn_time/2
- end
- local function find_spawn_position(spawn_location_type)
- local players = minetest.get_connected_players()
- if #players == 0 then
- return nil
- end
-
- local center = {x=0, y=0, z=0}
- for _,p in ipairs(players) do
- center = vector.add(center, p:get_pos())
- end
- center = vector.multiply(center, #players)
- local radius = {}
- local points = {}
- for _,p in ipairs(players) do
- local r = 20 + 10/(vector.distance(p:get_pos(), center) + 1)
- radius[p:get_player_name()] = r - 0.5
- for j = 0, 3, 1 do
- local pos = p:get_pos()
- local a = math.random() * 2 * math.pi
- pos.x = pos.x + math.cos(a) * r
- pos.z = pos.z + math.sin(a) * r
- if spawn_location_type == "ground" then
- -- Move pos to on ground
- pos.y = pos.y + 10
- local d = -1
- local node = minetest.get_node_or_nil(pos)
- if node and minetest.registered_nodes[node.name].walkable then
- d = 1
- pos.y = pos.y + 1
- end
- for i = pos.y, pos.y + 40 * d, d do
- local top = {x=pos.x, y=i, z=pos.z}
- local bottom = {x=pos.x, y=i-1, z=pos.z}
- local node_top = minetest.get_node_or_nil(top)
- local node_bottom = minetest.get_node_or_nil(bottom)
- if node_bottom and node_top
- and minetest.registered_nodes[node_bottom.name].walkable ~= minetest.registered_nodes[node_top.name].walkable then
- table.insert(points, top)
- break
- end
- end
- elseif spawn_location_type == "air" then
- -- Move pos up
- pos.y = pos.y + 12 + math.random() * 12
- local node = minetest.get_node_or_nil(pos)
- if node and not minetest.registered_nodes[node.name].walkable then
- table.insert(points, pos)
- end
- end
- end
- end
- if #points == 0 then
- return nil
- end
- local filtered = {}
- for _,p in ipairs(players) do
- local pos = p:get_pos()
- for _,o in ipairs(points) do
- if vector.distance(pos, o) >= radius[p:get_player_name()] then
- table.insert(filtered, o)
- end
- end
- end
- if #filtered > 0 then
- return filtered[math.random(#filtered)]
- end
- return nil
- end
- local function spawn_monsters()
- -- Filter eligible monsters
- local filtered = {}
- for _,m in ipairs(director.spawn_list) do
- if spawn_timers[m.description] <= 0
- and defense.get_day_count() >= m.day_start
- and math.random() < m.probability
- and director.intensity >= m.intensity_min
- and director.intensity <= m.intensity_max then
- table.insert(filtered, m)
- end
- end
- if #filtered == 0 then
- return false
- end
- local monster = filtered[math.random(#filtered)]
- -- Determine group size
- local intr = math.max(0, math.min(1, director.intensity + math.random() * 2 - 1))
- local group_size = math.floor(0.5 + monster.group_max + (monster.group_min - monster.group_max) * intr)
- -- Find the spawn position
- local pos = find_spawn_position(monster.spawn_location_type)
- if not pos then
- defense:log("No spawn point found for " .. monster.description .. "!")
- return false
- end
- -- Spawn
- defense:log("Spawn " .. monster.description .. " (" .. group_size .. " " .. monster.name .. ") at " .. minetest.pos_to_string(pos))
- repeat
- minetest.after(group_size * (math.random() * 0.2), function()
- local obj = minetest.add_entity(pos, monster.name)
- end)
- group_size = group_size - 1
- until group_size <= 0
- spawn_timers[monster.description] = monster.spawn_time
- return true
- end
- local function update_intensity()
- local players = minetest.get_connected_players()
- if #players == 0 then
- return
- end
- local average_health = 0
- for _,p in ipairs(players) do
- average_health = average_health + p:get_hp()
- end
- average_health = average_health / #players
- local mob_count = #minetest.luaentities
- local delta =
- -0.2 * (average_health - last_average_health)
- + 4.0 * math.max(0, 1 / average_health - 0.1)
- + 0.006 * (mob_count - last_mob_count)
- last_average_health = average_health
- last_mob_count = mob_count
- director.intensity = math.max(0, math.min(1, director.intensity * director.intensity_decay + delta))
- end
- local function update()
- update_intensity()
- if director.cooldown_timer <= 0 then
- if defense:is_dark() and #minetest.luaentities < director.max_entities and not defense.debug then
- spawn_monsters()
- end
- if director.intensity > 0.5 then
- director.cooldown_timer = math.random(5, 5 + 80 * (director.intensity - 0.5))
- end
- else
- director.cooldown_timer = director.cooldown_timer - director.update_interval
- end
- for k,v in pairs(spawn_timers) do
- if v > 0 then
- spawn_timers[k] = v - director.update_interval
- end
- end
- end
- local function save()
- local data = {
- intensity = director.intensity,
- cooldown_timer = director.cooldown_timer,
- spawn_timers = spawn_timers,
- last_average_health = last_average_health,
- last_mob_count = last_mob_count,
- }
- defense.storage:set_string("director", minetest.serialize(data))
- end
- local function load()
- local director_data = defense.storage:get_string("director")
- if director_data ~= ""
- then
- local data = minetest.deserialize(director_data)
-
- director.intensity = data.intensity
- director.cooldown_timer = data.cooldown_timer
- last_average_health = data.last_average_health
- last_mob_count = data.last_mob_count
- for k,v in pairs(data.spawn_timers) do
- spawn_timers[k] = v
- end
- end
- end
- minetest.register_on_shutdown(function()
- save()
- end)
- load()
- local last_update_time = 0
- minetest.register_globalstep(function(dtime)
- local gt = minetest.get_gametime()
- if last_update_time + director.update_interval < gt then
- update()
- last_update_time = gt
- end
- end)
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