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

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local util = dofile_once("mods/quant.ew/files/core/util.lua")
local ctx = dofile_once("mods/quant.ew/files/core/ctx.lua")
local net = dofile_once("mods/quant.ew/files/core/net.lua")
local player_fns = dofile_once("mods/quant.ew/files/core/player_fns.lua")
local np = require("noitapatcher")
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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", "hp", "max_hp"},
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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"},
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f32 = {"x", "y", "hp", "max_hp"}
})
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local FULL_TURN = math.pi * 2
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local PhysData = util.make_type({
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f32 = {"x", "y", "vx", "vy", "vr"},
-- We should be able to cram rotation into 1 byte.
u8 = {"r"}
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})
-- Variant of PhysData for when we don't have any motion.
local PhysDataNoMotion = util.make_type({
f32 = {"x", "y"},
-- We should be able to cram rotation into 1 byte.
u8 = {"r"}
})
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local enemy_sync = {}
local dead_entities = {}
-- TODO 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 = {}
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
np.CrossCallAdd("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()
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local entities = {} -- TODO maybe only sync those close to players?
table_extend_filtered(entities, EntityGetWithTag("enemy"), function (ent)
return not (EntityHasTag(ent, "ew_no_enemy_sync"))
end)
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table_extend(entities, EntityGetWithTag("ew_enemy_sync_extra"))
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table_extend_filtered(entities, EntityGetWithTag("prop_physics"), function (ent)
return constants.phys_sync_allowed[EntityGetFilename(ent)]
end)
-- table_extend_filtered(entities, EntityGetWithTag("projectile"), function (ent)
-- return not (EntityHasTag(ent, "ew_no_enemy_sync") or EntityHasTag(ent, "projectile_player"))
-- end)
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return entities
end
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
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local x, y = 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 hp, max_hp, has_hp = util.get_ent_health(enemy_id)
local phys_info
-- Some things (like physics object) don't react well to making their entities ephemerial.
local not_ephemerial = false
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local phys_component = EntityGetFirstComponent(enemy_id, "PhysicsBody2Component")
if phys_component ~= nil and phys_component ~= 0 then
not_ephemerial = true
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local initialized = ComponentGetValue2(phys_component, "mInitialized")
if initialized then
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local px, py, pr, pvx, pvy, pvr = np.PhysBodyGetTransform(phys_component)
if math.abs(pvx) < 0.01 and math.abs(pvy) < 0.01 and math.abs(pvr) < 0.01 then
phys_info = PhysDataNoMotion {
x = px,
y = py,
r = math.floor((pr % FULL_TURN) / FULL_TURN * 255),
}
else
phys_info = PhysData {
x = px,
y = py,
r = math.floor((pr % FULL_TURN) / FULL_TURN * 255),
vx = pvx,
vy = pvy,
vr = pvr,
}
end
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end
end
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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local en_data
if math.abs(vx) < 0.01 and math.abs(vy) < 0.01 then
en_data= EnemyDataNoMotion {
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enemy_id = enemy_id,
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x = x,
y = y,
hp = hp,
max_hp = max_hp,
}
else
en_data= EnemyData {
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enemy_id = enemy_id,
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x = x,
y = y,
vx = vx,
vy = vy,
hp = hp,
max_hp = max_hp,
}
end
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table.insert(enemy_data_list, {filename, en_data, phys_info, not_ephemerial})
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::continue::
end
local estimate = net.estimate_rpc_size(enemy_data_list)
GamePrint(#enemy_data_list.." "..net.estimate_rpc_size(enemy_data_list).." "..(estimate*30))
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rpc.handle_enemy_data(enemy_data_list)
if #dead_entities > 0 then
rpc.handle_death_data(dead_entities)
end
dead_entities = {}
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end
function enemy_sync.client_cleanup()
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local entities = get_sync_entities()
for i, enemy_id in ipairs(entities) do
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if not EntityHasTag(enemy_id, "ew_replicated") then
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local filename = EntityGetFilename(enemy_id)
print("Despawning unreplicated "..enemy_id.." "..filename)
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EntityKill(enemy_id)
elseif not spawned_by_us[enemy_id] then
local filename = EntityGetFilename(enemy_id)
print("Despawning persisted "..enemy_id.." "..filename)
EntityKill(enemy_id)
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end
end
local frame = GameGetFrameNum()
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for remote_id, enemy_data in pairs(ctx.entity_by_remote_id) do
if frame - enemy_data.frame > 60*1 then
print("Despawning stale "..remote_id.." "..enemy_data.id)
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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()
if GameGetFrameNum() % 2 == 1 then
enemy_sync.host_upload_entities()
end
end
function enemy_sync.on_world_update_client()
if GameGetFrameNum() % 20 == 1 then
enemy_sync.client_cleanup()
end
if GameGetFrameNum() % (60*60) == 1 then
times_spawned_last_minute = {}
end
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end
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
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
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function rpc.handle_enemy_data(enemy_data)
-- GamePrint("Got enemy data: "..#enemy_data)
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for _, enemy_info_raw in ipairs(enemy_data) do
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local filename = enemy_info_raw[1]
filename = constants.interned_index_to_filename[filename] or filename
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local en_data = enemy_info_raw[2]
local remote_enemy_id = en_data.enemy_id
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local x = en_data.x
local y = en_data.y
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local vx = 0
local vy = 0
if ffi.typeof(en_data) == EnemyData then
vx = en_data.vx
vy = en_data.vy
end
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local hp = en_data.hp
local max_hp = en_data.max_hp
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local phys_info = enemy_info_raw[3]
local not_ephemerial = enemy_info_raw[4]
local has_died = filename == nil
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local frame = GameGetFrameNum()
if confirmed_kills[remote_enemy_id] then
goto continue
end
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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
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end
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if ctx.entity_by_remote_id[remote_enemy_id] == nil then
if filename == nil 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
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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
if not_ephemerial then
enemy_id = EntityLoad(filename, x, y)
else
enemy_id = util.load_ephemerial(filename, x, y)
end
spawned_by_us[enemy_id] = true
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EntityAddTag(enemy_id, "ew_replicated")
EntityAddTag(enemy_id, "polymorphable_NOT")
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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", "PhysicsBodyComponent", "CameraBoundComponent"}) do
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local ai_component = EntityGetFirstComponentIncludingDisabled(enemy_id, name)
if ai_component ~= 0 then
EntityRemoveComponent(enemy_id, ai_component)
end
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end
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ctx.entity_by_remote_id[remote_enemy_id] = {id = enemy_id, frame = frame}
local phys_component = EntityGetFirstComponent(enemy_id, "PhysicsBody2Component")
if phys_component ~= nil and phys_component ~= 0 then
ComponentSetValue2(phys_component, "destroy_body_if_entity_destroyed", true)
-- ComponentSetValue2(phys_component, "kill_entity_if_body_destroyed", false)
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
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end
local enemy_data_new = ctx.entity_by_remote_id[remote_enemy_id]
enemy_data_new.frame = frame
local enemy_id = enemy_data_new.id
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local phys_component = EntityGetFirstComponent(enemy_id, "PhysicsBody2Component")
if phys_component ~= nil and phys_component ~= 0 and phys_info ~= nil then
-- A physics body doesn't exist otherwise, causing a crash
local initialized = ComponentGetValue2(phys_component, "mInitialized")
if initialized then
if ffi.typeof(phys_info) == PhysDataNoMotion then
np.PhysBodySetTransform(phys_component, phys_info.x, phys_info.y, phys_info.r / 255 * FULL_TURN, 0, 0, 0)
else
np.PhysBodySetTransform(phys_component, phys_info.x, phys_info.y, phys_info.r / 255 * FULL_TURN, phys_info.vx, phys_info.vy, phys_info.vr)
end
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end
end
if not has_died 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
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EntitySetTransform(enemy_id, x, y)
end
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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.
util.set_ent_health(enemy_id, {dmg*2, dmg*2})
-- 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")
local entity_that_shot = ComponentGetValue2(projectileComponent, "mEntityThatShot")
if entity_that_shot == 0 then
rpc.replicate_projectile(np.SerializeEntity(projectile_id), position_x, position_y, target_x, target_y, shooter_id, initial_rng)
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 = EntityCreateNew()
np.DeserializeEntity(ent, seri_ent)
GameShootProjectile(source_ent, position_x, position_y, target_x, target_y, ent)
end
return enemy_sync