noita_entangled_worlds/quant.ew/files/system/enemy_sync.lua

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local item_sync = dofile_once("mods/quant.ew/files/system/item_sync.lua")
local effect_sync = dofile_once("mods/quant.ew/files/system/game_effect_sync/game_effect_sync.lua")
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local stain_sync = dofile_once("mods/quant.ew/files/system/effect_data_sync/effect_data_sync.lua")
local EZWand = dofile_once("mods/quant.ew/files/lib/EZWand.lua")
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local ffi = require("ffi")
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local rpc = net.new_rpc_namespace()
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local EnemyData = util.make_type({
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u32 = {"enemy_id"},
f32 = {"x", "y", "vx", "vy"},
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})
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-- Variant of EnemyData for when we don't have any motion (or no VelocityComponent).
local EnemyDataNoMotion = util.make_type({
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u32 = {"enemy_id"},
f32 = {"x", "y"},
})
local EnemyDataWorm = util.make_type({
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u32 = {"enemy_id"},
f32 = {"x", "y", "vx", "vy", "tx", "ty"},
})
local EnemyDataKolmi = util.make_type({
u32 = {"enemy_id"},
f32 = {"x", "y", "vx", "vy"},
bool = {"enabled"},
})
local EnemyDataMom = util.make_type({
u32 = {"enemy_id"},
f32 = {"x", "y", "vx", "vy"},
vecbool = {"orbs"},
})
local EnemyDataFish = util.make_type({
u32 = {"enemy_id"},
f32 = {"x", "y", "vx", "vy"},
u8 = {"r"},
})
local HpData = util.make_type({
u32 = {"enemy_id"},
f32 = {"hp", "max_hp"}
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})
local should_wait = {}
local first = true
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local FULL_TURN = math.pi * 2
local frame = 0
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local enemy_sync = {}
local unsynced_enemys = {}
local dead_entities = {}
--this basically never happens, doesn't seem that useful anymore. Perhaps should be removed to conserve memory.
--local confirmed_kills = {}
local spawned_by_us = {}
-- HACK
local times_spawned_last_minute = {}
local DISTANCE_LIMIT = 128*6
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for filename, _ in pairs(constants.phys_sync_allowed) do
util.add_tag_to(filename, "prop_physics")
-- Idk it just causes the minecart to not appear at all.
-- util.replace_text_in(filename, 'kill_entity_after_initialized="1"', 'kill_entity_after_initialized="0"')
end
util.add_cross_call("ew_es_death_notify", function(enemy_id, responsible_id)
local player_data = player_fns.get_player_data_by_local_entity_id(responsible_id)
local responsible
if player_data ~= nil then
responsible = player_data.peer_id
else
responsible = responsible_id
end
table.insert(dead_entities, {enemy_id, responsible})
end)
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local function world_exists_for(entity)
local x, y = EntityGetFirstHitboxCenter(entity)
local w, h = 5, 5 -- TODO
w = w * 0.5
h = h * 0.5
return DoesWorldExistAt(x - w, y - h, x + w, y + h)
end
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local function table_extend(to, from)
for _, e in ipairs(from) do
to[#to+1] = e
end
end
local function table_extend_filtered(to, from, filter)
for _, e in ipairs(from) do
if filter(e) then
to[#to+1] = e
end
end
end
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local function get_sync_entities(return_all)
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local entities = EntityGetWithTag("enemy") or {}
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table_extend(entities, EntityGetWithTag("ew_enemy_sync_extra"))
table_extend(entities, EntityGetWithTag("plague_rat"))
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table_extend(entities, EntityGetWithTag("seed_f"))
table_extend(entities, EntityGetWithTag("seed_e"))
table_extend(entities, EntityGetWithTag("seed_d"))
table_extend(entities, EntityGetWithTag("seed_c"))
table_extend(entities, EntityGetWithTag("perk_fungus_tiny"))
table_extend(entities, EntityGetWithTag("helpless_animal"))
table_extend_filtered(entities, EntityGetWithTag("touchmagic_immunity"), function(ent)
return EntityGetName(ent) == "$animal_fish_giga"
end)
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table_extend_filtered(entities, EntityGetWithTag("prop_physics"), function (ent)
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local f = EntityGetFilename(ent)
if f ~= nil then
return constants.phys_sync_allowed[f]
end
return true
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end)
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local entities2 = {}
if return_all then
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table_extend_filtered(entities2, entities, function(ent)
return not EntityHasTag(ent, "ew_no_enemy_sync")
end)
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else
table_extend_filtered(entities2, entities, function(ent)
local x, y = EntityGetTransform(ent)
local has_anyone = EntityHasTag(ent, "worm")
or EntityGetFirstComponent(ent, "BossHealthBarComponent") ~= nil
or #EntityGetInRadiusWithTag(x, y, DISTANCE_LIMIT, "ew_peer") ~= 0
or #EntityGetInRadiusWithTag(x, y, DISTANCE_LIMIT, "polymorphed_player") ~= 0
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return has_anyone and not EntityHasTag(ent, "ew_no_enemy_sync")
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end)
end
return entities2
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end
local was_held = {}
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function enemy_sync.host_upload_entities()
local entities = get_sync_entities()
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local enemy_data_list = {}
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for i, enemy_id in ipairs(entities) do
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if not world_exists_for(enemy_id) then
goto continue
end
local filename = EntityGetFilename(enemy_id)
filename = constants.interned_filename_to_index[filename] or filename
local x, y, rot = EntityGetTransform(enemy_id)
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local character_data = EntityGetFirstComponentIncludingDisabled(enemy_id, "VelocityComponent")
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local vx, vy = 0, 0
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if character_data ~= nil then
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vx, vy = ComponentGetValue2(character_data, "mVelocity")
end
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local ai_component = EntityGetFirstComponentIncludingDisabled(enemy_id, "AnimalAIComponent")
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if ai_component ~= 0 and ai_component ~= nil then
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ComponentSetValue2(ai_component, "max_distance_to_cam_to_start_hunting", math.pow(2, 29))
end
local phys_info = util.get_phys_info(enemy_id, true)
if phys_info == nil then
goto continue
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end
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local hp, max_hp, has_hp = util.get_ent_health(enemy_id)
if has_hp then
util.ensure_component_present(enemy_id, "LuaComponent", "ew_death_notify", {
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script_death = "mods/quant.ew/files/resource/cbs/death_notify.lua"
})
end
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-- TODO: figure out how to sync those.
-- local laser_sight_data = nil
-- local laser_sight = EntityGetFirstComponentIncludingDisabled(enemy_id, "SpriteComponent", "laser_sight")
-- if laser_sight ~= nil and laser_sight ~= 0 then
-- -- local x, y, r =
-- end
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item_sync.hole(x, y, enemy_id)
local death_triggers = {}
for _, com in ipairs(EntityGetComponent(enemy_id, "LuaComponent") or {}) do
local script = ComponentGetValue2(com, "script_death")
if script ~= nil and script ~= "" then
table.insert(death_triggers, constants.interned_filename_to_index[script] or script)
end
end
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local en_data
local worm = EntityGetFirstComponentIncludingDisabled(enemy_id, "WormAIComponent")
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or EntityGetFirstComponentIncludingDisabled(enemy_id, "BossDragonComponent")
if EntityHasTag(enemy_id, "boss_centipede") then
en_data = EnemyDataKolmi {
enemy_id = enemy_id,
x = x,
y = y,
vx = vx,
vy = vy,
enabled = EntityGetFirstComponent(enemy_id, "BossHealthBarComponent", "disabled_at_start") ~= nil,
}
elseif EntityHasTag(enemy_id, "boss_wizard") then
local orbs = {false, false, false, false, false, false, false, false}
for _, child in ipairs(EntityGetAllChildren(enemy_id) or {}) do
local var = EntityGetFirstComponentIncludingDisabled(child, "VariableStorageComponent")
if EntityHasTag(child, "touchmagic_immunity") and var ~= nil then
local n = ComponentGetValue2(var, "value_int")
orbs[n] = true
end
end
en_data = EnemyDataMom {
enemy_id = enemy_id,
x = x,
y = y,
vx = vx,
vy = vy,
orbs = orbs
}
elseif worm ~= nil then
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local tx, ty = ComponentGetValue2(worm, "mTargetVec")
en_data = EnemyDataWorm {
enemy_id = enemy_id,
x = x,
y = y,
vx = vx,
vy = vy,
tx = tx,
ty = ty,
}
elseif math.abs(vx) < 0.01 and math.abs(vy) < 0.01 then
en_data = EnemyDataNoMotion {
enemy_id = enemy_id,
x = x,
y = y,
}
elseif EntityGetFirstComponentIncludingDisabled(enemy_id, "AdvancedFishAIComponent") ~= nil then
en_data = EnemyDataFish {
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enemy_id = enemy_id,
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x = x,
y = y,
vx = vx,
vy = vy,
r = math.floor((rot % FULL_TURN) / FULL_TURN * 255),
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}
else
en_data = EnemyData {
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enemy_id = enemy_id,
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x = x,
y = y,
vx = vx,
vy = vy,
}
end
local wand
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local inv = EntityGetFirstComponentIncludingDisabled(enemy_id, "Inventory2Component")
if inv ~= nil then
local item = ComponentGetValue2(inv, "mActualActiveItem")
if item ~= nil and EntityGetIsAlive(item) then
if not EntityHasTag(item, "ew_global_item") then
item_sync.make_item_global(item)
else
wand = item_sync.get_global_item_id(item)
if not item_sync.is_my_item(wand) then
item_sync.take_authority(wand)
end
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was_held[wand] = true
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end
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end
end
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local effect_data = effect_sync.get_sync_data(enemy_id, true)
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local has_laser
local animations = {}
for _, sprite in ipairs(EntityGetComponentIncludingDisabled(enemy_id, "SpriteComponent") or {}) do
local animation
if sprite ~= nil then
animation = ComponentGetValue2(sprite, "rect_animation")
end
table.insert(animations, animation)
if ComponentHasTag(sprite, "laser_sight") then
local ai = EntityGetFirstComponentIncludingDisabled(enemy_id, "AnimalAIComponent")
if ai ~= nil then
local target = ComponentGetValue2(ai, "mGreatestPrey")
local peer = player_fns.get_player_data_by_local_entity_id(target)
if peer ~= nil then
has_laser = peer.peer_id
end
end
end
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end
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local dont_cull = EntityGetFirstComponent(enemy_id, "BossHealthBarComponent") ~= nil
or worm ~= nil
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local stains = stain_sync.get_stains(enemy_id)
table.insert(enemy_data_list, {filename, en_data, phys_info, wand,
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effect_data, animations, dont_cull, death_triggers, stains, has_laser})
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::continue::
end
rpc.handle_enemy_data(enemy_data_list, first)
first = false
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if #dead_entities > 0 then
rpc.handle_death_data(dead_entities)
end
dead_entities = {}
end
local function host_upload_health()
local entities = get_sync_entities()
local enemy_health_list = {}
for i, enemy_id in ipairs(entities) do
if not world_exists_for(enemy_id) then
goto continue
end
local hp, max_hp, has_hp = util.get_ent_health(enemy_id)
if has_hp then
table.insert(enemy_health_list, HpData {
enemy_id = enemy_id,
hp = hp,
max_hp = max_hp,
})
end
::continue::
end
if #enemy_health_list > 0 then
rpc.handle_enemy_health(enemy_health_list)
end
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end
function enemy_sync.client_cleanup()
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local entities = get_sync_entities(true)
for _, enemy_id in ipairs(entities) do
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if not EntityHasTag(enemy_id, "ew_replicated") then
EntityKill(enemy_id)
elseif not spawned_by_us[enemy_id] then
EntityKill(enemy_id)
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end
end
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for remote_id, enemy_data in pairs(ctx.entity_by_remote_id) do
if frame > enemy_data.frame then
EntityKill(enemy_data.id)
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ctx.entity_by_remote_id[remote_id] = nil
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end
end
end
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function enemy_sync.on_world_update_host()
local rt = math.floor(ModSettingGet("quant.ew.enemy_sync"))
local n = 0
if rt == 3 then
n = 2
end
if rt == 1 or GameGetFrameNum() % rt == n then
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enemy_sync.host_upload_entities()
end
if GameGetFrameNum() % 10 == 5 then
host_upload_health()
end
for wand, _ in pairs(was_held) do
if EntityGetRootEntity(wand) == wand then
was_held[wand] = nil
if item_sync.is_my_item(item_sync.get_global_item_id(wand)) then
item_sync.make_item_global(wand)
end
end
end
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end
function enemy_sync.on_world_update_client()
if GameGetFrameNum() % 12 == 1 then
enemy_sync.client_cleanup()
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end
if GameGetFrameNum() % (60*60) == 1 then
times_spawned_last_minute = {}
end
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end
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local kolmi_spawn
local function sync_enemy(enemy_info_raw, force_no_cull)
local filename = enemy_info_raw[1]
filename = constants.interned_index_to_filename[filename] or filename
local en_data = enemy_info_raw[2]
local dont_cull = enemy_info_raw[7]
local death_triggers = enemy_info_raw[8]
local stains = enemy_info_raw[9]
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local has_laser = enemy_info_raw[10]
local remote_enemy_id = en_data.enemy_id
local x, y = en_data.x, en_data.y
if not force_no_cull and not dont_cull then
local my_x, my_y = EntityGetTransform(ctx.my_player.entity)
if my_x == nil then
goto continue
end
local c_x, c_y = GameGetCameraPos()
local dx, dy = my_x - x, my_y - y
local cdx, cdy = c_x - x, c_y - y
if dx * dx + dy * dy > DISTANCE_LIMIT * DISTANCE_LIMIT and cdx * cdx + cdy * cdy > DISTANCE_LIMIT * DISTANCE_LIMIT then
if ctx.entity_by_remote_id[remote_enemy_id] ~= nil then
EntityKill(ctx.entity_by_remote_id[remote_enemy_id].id)
ctx.entity_by_remote_id[remote_enemy_id] = nil
end
unsynced_enemys[remote_enemy_id] = enemy_info_raw
goto continue
else
unsynced_enemys[remote_enemy_id] = nil
end
else
unsynced_enemys[remote_enemy_id] = nil
end
local vx = 0
local vy = 0
if ffi.typeof(en_data) ~= EnemyDataNoMotion then
vx, vy = en_data.vx, en_data.vy
end
local phys_infos = enemy_info_raw[3]
local gid = enemy_info_raw[4]
local effects = enemy_info_raw[5]
local animation = enemy_info_raw[6]
local has_died = filename == nil
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local frame_now = GameGetFrameNum()
--[[if confirmed_kills[remote_enemy_id] then
goto continue
end]]
if ctx.entity_by_remote_id[remote_enemy_id] ~= nil and not EntityGetIsAlive(ctx.entity_by_remote_id[remote_enemy_id].id) then
ctx.entity_by_remote_id[remote_enemy_id] = nil
end
if ctx.entity_by_remote_id[remote_enemy_id] == nil then
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if filename == nil or filename == "" or not ModDoesFileExist(filename) then
goto continue
end
times_spawned_last_minute[remote_enemy_id] = (times_spawned_last_minute[remote_enemy_id] or 0) + 1
if times_spawned_last_minute[remote_enemy_id] > 5 then
if times_spawned_last_minute[remote_enemy_id] == 6 then
print("Entity has been spawned again more than 5 times in last minute, skipping "..filename)
end
goto continue
end
local enemy_id
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enemy_id = EntityLoad(filename, x, y)
spawned_by_us[enemy_id] = true
EntityAddTag(enemy_id, "ew_replicated")
EntityAddTag(enemy_id, "polymorphable_NOT")
for _, com in ipairs(EntityGetComponent(enemy_id, "LuaComponent") or {}) do
local script = ComponentGetValue2(com, "script_damage_received")
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if (script ~= nil
and (script == "data/scripts/animals/leader_damage.lua"
or script == "data/scripts/animals/giantshooter_death.lua"
or script == "data/scripts/animals/blob_damage.lua"))
or ComponentGetValue2(com, "script_source_file") == "data/scripts/props/suspended_container_physics_objects.lua" then
EntityRemoveComponent(enemy_id, com)
end
end
EntityAddComponent2(enemy_id, "LuaComponent", {_tags="ew_immortal", script_damage_about_to_be_received = "mods/quant.ew/files/resource/cbs/immortal.lua"})
local damage_component = EntityGetFirstComponentIncludingDisabled(enemy_id, "DamageModelComponent")
if damage_component and damage_component ~= 0 then
ComponentSetValue2(damage_component, "wait_for_kill_flag_on_death", true)
end
for _, name in ipairs({"AnimalAIComponent", "PhysicsAIComponent", "CameraBoundComponent", "AdvancedFishAIComponent", "AIAttackComponent"}) do
local ai_component = EntityGetFirstComponentIncludingDisabled(enemy_id, name)
if ai_component ~= 0 then
EntityRemoveComponent(enemy_id, ai_component)
end
end
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ctx.entity_by_remote_id[remote_enemy_id] = {id = enemy_id, frame = frame_now}
for _, phys_component in ipairs(EntityGetComponent(enemy_id, "PhysicsBody2Component") or {}) do
if phys_component ~= nil and phys_component ~= 0 then
ComponentSetValue2(phys_component, "destroy_body_if_entity_destroyed", true)
end
end
-- Make sure stuff doesn't decide to explode on clients by itself.
local expl_component = EntityGetFirstComponent(enemy_id, "ExplodeOnDamageComponent")
if expl_component ~= nil and expl_component ~= 0 then
ComponentSetValue2(expl_component, "explode_on_damage_percent", 0)
ComponentSetValue2(expl_component, "physics_body_modified_death_probability", 0)
ComponentSetValue2(expl_component, "explode_on_death_percent", 0)
end
local pick_up = EntityGetFirstComponentIncludingDisabled(enemy_id, "ItemPickUpperComponent")
if pick_up ~= nil then
EntityRemoveComponent(enemy_id, pick_up)
end
for _, sprite in pairs(EntityGetComponent(enemy_id, "SpriteComponent", "character") or {}) do
ComponentRemoveTag(sprite, "character")
end
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local ghost = EntityGetFirstComponentIncludingDisabled(enemy_id, "GhostComponent")
if ghost ~= nil then
ComponentSetValue2(ghost, "die_if_no_home", false)
end
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if not EntityHasTag(enemy_id, "effectable_prop") then
util.make_ephemerial(enemy_id)
end
end
local enemy_data_new = ctx.entity_by_remote_id[remote_enemy_id]
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enemy_data_new.frame = frame_now
local enemy_id = enemy_data_new.id
if not has_died then
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local laser = EntityGetFirstComponentIncludingDisabled(enemy_id, "LaserEmitterComponent", "ew_laser")
if has_laser then
if laser == nil then
laser = EntityAddComponent2(enemy_id, "LaserEmitterComponent", {_tags = "ew_laser"})
ComponentObjectSetValue2(laser, "laser", "max_cell_durability_to_destroy", 0)
ComponentObjectSetValue2(laser, "laser", "damage_to_cells", 0)
ComponentObjectSetValue2(laser, "laser", "max_length", 1024)
ComponentObjectSetValue2(laser, "laser", "beam_radius", 0)
ComponentObjectSetValue2(laser, "laser", "beam_particle_chance", 80)
ComponentObjectSetValue2(laser, "laser", "beam_particle_fade", 0)
ComponentObjectSetValue2(laser, "laser", "hit_particle_chance", 0)
ComponentObjectSetValue2(laser, "laser", "audio_enabled", false)
ComponentObjectSetValue2(laser, "laser", "damage_to_entities", 0)
ComponentObjectSetValue2(laser, "laser", "beam_particle_type", 225)
end
local target = ctx.players[has_laser].entity
local lx, ly = EntityGetTransform(target)
if lx ~= nil then
local did_hit, _, _ = RaytracePlatforms(x, y, lx, ly)
ComponentSetValue2(laser, "is_emitting", not did_hit)
if not did_hit then
local dy = ly - y
local dx = lx - x
local theta = math.atan2(dy, dx)
ComponentSetValue2(laser, "laser_angle_add_rad", theta)
ComponentObjectSetValue2(laser, "laser", "max_length", math.sqrt(dx * dx + dy * dy))
end
end
elseif laser ~= nil then
ComponentSetValue2(laser, "is_emitting", false)
end
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if not util.set_phys_info(enemy_id, phys_infos) or enemy_id == kolmi_spawn then
local character_data = EntityGetFirstComponentIncludingDisabled(enemy_id, "CharacterDataComponent")
if character_data ~= nil then
ComponentSetValue2(character_data, "mVelocity", vx, vy)
end
local velocity_data = EntityGetFirstComponentIncludingDisabled(enemy_id, "VelocityComponent")
if velocity_data ~= nil then
ComponentSetValue2(velocity_data, "mVelocity", vx, vy)
end
if ffi.typeof(en_data) == EnemyDataFish then
EntitySetTransform(enemy_id, x, y, en_data.r / 255 * FULL_TURN)
else
EntitySetTransform(enemy_id, x, y)
end
end
local worm = EntityGetFirstComponentIncludingDisabled(enemy_id, "WormAIComponent")
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or EntityGetFirstComponentIncludingDisabled(enemy_id, "BossDragonComponent")
if worm ~= nil and ffi.typeof(en_data) == EnemyDataWorm then
local tx, ty = en_data.tx, en_data.ty
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ComponentSetValue2(worm, "mTargetVec", tx, ty)
end
if ffi.typeof(en_data) == EnemyDataKolmi and en_data.enabled then
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if kolmi_spawn ~= enemy_id then
for _, c in ipairs(EntityGetComponentIncludingDisabled(enemy_id, "LuaComponent") or {}) do
EntityRemoveComponent(enemy_id, c)
end
kolmi_spawn = enemy_id
end
EntitySetComponentsWithTagEnabled(enemy_id, "enabled_at_start", false)
EntitySetComponentsWithTagEnabled(enemy_id, "disabled_at_start", true)
end
local indexed = {}
for _, com in ipairs(EntityGetComponent(enemy_id, "LuaComponent") or {}) do
local script = ComponentGetValue2(com, "script_death")
local has = false
for _, inx in ipairs(death_triggers) do
local script2 = constants.interned_index_to_filename[inx] or inx
if script == script2 then
has = true
indexed[script] = true
end
end
if not has then
ComponentSetValue2(com, "script_death", "")
end
end
for _, inx in ipairs(death_triggers) do
local script = constants.interned_index_to_filename[inx] or inx
if indexed[script] == nil then
EntityAddComponent(enemy_id, "LuaComponent", { script_death = script,
execute_every_n_frame = "-1"})
end
end
if ffi.typeof(en_data) == EnemyDataMom then
local orbs = en_data.orbs
for _, child in ipairs(EntityGetAllChildren(enemy_id) or {}) do
local var = EntityGetFirstComponentIncludingDisabled(child, "VariableStorageComponent")
local damage_component = EntityGetFirstComponentIncludingDisabled(child, "DamageModelComponent")
if EntityHasTag(child, "touchmagic_immunity") and var ~= nil then
local n = ComponentGetValue2(var, "value_int")
if orbs[n] then
ComponentSetValue2(damage_component, "wait_for_kill_flag_on_death", true)
else
ComponentSetValue2(damage_component, "wait_for_kill_flag_on_death", false)
EntityKill(child)
end
end
end
end
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effect_sync.apply_effects(effects, enemy_id, true)
if stains ~= nil then
stain_sync.sync_stains(stains, enemy_id)
end
end
local inv = EntityGetFirstComponentIncludingDisabled(enemy_id, "Inventory2Component")
local item
if inv ~= nil then
item = ComponentGetValue2(inv, "mActualActiveItem")
end
if gid ~= nil and (item == nil or item == 0 or not EntityGetIsAlive(item)) then
local wand = item_sync.find_by_gid(gid)
if wand ~= nil then
EntityAddTag(wand, "ew_client_item")
local ezwand = EZWand(wand)
ezwand:GiveTo(enemy_id)
np.SetActiveHeldEntity(enemy_id, wand, false, false)
else
if should_wait[gid] == nil or should_wait[gid] < GameGetFrameNum() then
item_sync.rpc.request_send_again(gid)
should_wait[gid] = GameGetFrameNum() + 15
end
end
end
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for i, sprite in pairs(EntityGetComponent(enemy_id, "SpriteComponent") or {}) do
if animation[i] ~= nil then
ComponentSetValue2(sprite, "rect_animation", animation[i])
ComponentSetValue2(sprite, "next_rect_animation", animation[i])
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end
end
::continue::
end
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rpc.opts_reliable()
function rpc.handle_death_data(death_data)
for _, remote_data in ipairs(death_data) do
local remote_id = remote_data[1]
--[[if confirmed_kills[remote_id] then
GamePrint("Remote id has been killed already..?")
goto continue
end
confirmed_kills[remote_id] = true]]
local responsible_entity = 0
local peer_data = player_fns.peer_get_player_data(remote_data[2], true)
if peer_data ~= nil then
responsible_entity = peer_data.entity
elseif ctx.entity_by_remote_id[remote_data[2]] ~= nil then
responsible_entity = ctx.entity_by_remote_id[remote_data[2]]
end
if unsynced_enemys[remote_id] ~= nil then
sync_enemy(unsynced_enemys[remote_id], true)
end
local enemy_data = ctx.entity_by_remote_id[remote_id]
if enemy_data ~= nil and EntityGetIsAlive(enemy_data.id) then
local enemy_id = enemy_data.id
local immortal = EntityGetFirstComponentIncludingDisabled(enemy_id, "LuaComponent", "ew_immortal")
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if immortal ~= 0 then
EntityRemoveComponent(enemy_id, immortal)
end
local protection_component_id = GameGetGameEffect(enemy_id, "PROTECTION_ALL")
if protection_component_id ~= 0 then
EntitySetComponentIsEnabled(enemy_id, protection_component_id, false)
end
local damage_component = EntityGetFirstComponentIncludingDisabled(enemy_id, "DamageModelComponent")
if damage_component and damage_component ~= 0 then
ComponentSetValue2(damage_component, "wait_for_kill_flag_on_death", false)
end
-- Enable explosion back
local expl_component = EntityGetFirstComponent(enemy_id, "ExplodeOnDamageComponent")
if expl_component ~= nil and expl_component ~= 0 then
ComponentSetValue2(expl_component, "explode_on_death_percent", 1)
end
local current_hp = util.get_ent_health(enemy_id)
local dmg = current_hp
if dmg > 0 then
EntityInflictDamage(enemy_id, dmg+0.1, "DAMAGE_CURSE", "", "NONE", 0, 0, responsible_entity)
end
EntityInflictDamage(enemy_id, 1000000000, "DAMAGE_CURSE", "", "NONE", 0, 0, responsible_entity) -- Just to be sure
EntityKill(enemy_id)
end
::continue::
end
end
function rpc.handle_enemy_data(enemy_data, is_first)
if is_first then
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for _, n in pairs(ctx.entity_by_remote_id) do
EntityKill(n.id)
end
ctx.entity_by_remote_id = {}
end
frame = GameGetFrameNum()
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for _, enemy_info_raw in ipairs(enemy_data) do
sync_enemy(enemy_info_raw, false)
end
end
function rpc.handle_enemy_health(enemy_health_data)
for _, en_data in ipairs(enemy_health_data) do
local remote_enemy_id = en_data.enemy_id
local hp = en_data.hp
local max_hp = en_data.max_hp
if ctx.entity_by_remote_id[remote_enemy_id] == nil or not EntityGetIsAlive(ctx.entity_by_remote_id[remote_enemy_id].id) then
goto continue
end
local enemy_data = ctx.entity_by_remote_id[remote_enemy_id]
local enemy_id = enemy_data.id
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local current_hp = util.get_ent_health(enemy_id)
local dmg = current_hp-hp
if dmg > 0 then
-- Make sure the enemy doesn't die from the next EntityInflictDamage.
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if EntityGetName(enemy_id) ~= "$animal_boss_sky" then
util.set_ent_health(enemy_id, {dmg*2, dmg*2})
else
util.set_ent_health(enemy_id, {hp + dmg, max_hp})
end
-- Deal damage, so that game displays damage numbers.
EntityInflictDamage(enemy_id, dmg, "DAMAGE_CURSE", "", "NONE", 0, 0, GameGetWorldStateEntity())
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end
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util.set_ent_health(enemy_id, {hp, max_hp})
::continue::
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end
end
function enemy_sync.on_projectile_fired(shooter_id, projectile_id, initial_rng, position_x, position_y, target_x, target_y, send_message,
unknown1, multicast_index, unknown3)
local not_a_player = not EntityHasTag(shooter_id, "ew_no_enemy_sync") and not EntityHasTag(shooter_id, "player_unit") and not EntityHasTag(shooter_id, "ew_client")
if not_a_player and ctx.is_host then
local projectileComponent = EntityGetFirstComponentIncludingDisabled(projectile_id, "ProjectileComponent")
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if projectileComponent ~= nil then
local entity_that_shot = ComponentGetValue2(projectileComponent, "mEntityThatShot")
if entity_that_shot == 0 then
rpc.replicate_projectile(util.serialize_entity(projectile_id), position_x, position_y, target_x, target_y, shooter_id, initial_rng)
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end
end
end
end
rpc.opts_reliable()
function rpc.replicate_projectile(seri_ent, position_x, position_y, target_x, target_y, remote_source_ent, rng)
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if rng ~= nil then
np.SetProjectileSpreadRNG(rng)
end
if ctx.entity_by_remote_id[remote_source_ent] == nil then
return
end
local source_ent = ctx.entity_by_remote_id[remote_source_ent].id
local ent = util.deserialize_entity(seri_ent)
GameShootProjectile(source_ent, position_x, position_y, target_x, target_y, ent)
end
return enemy_sync