enderalse/source/scripts/critterspawn.psc

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2021-10-05 22:22:24 +00:00
scriptName CritterSpawn extends ObjectReference
{MODIFIED BY STEVE40 and USKP}
import Critter
import Utility
;----------------------------------------------
; Properties to be set for this Critter spawn
;----------------------------------------------
; The type of critter (base object) to create
FormList property CritterTypes auto
{ The base object to create references of to spawn critters}
; The distance from this spawner that Moths are allowed to be
float property fLeashLength = 500.0 auto
{ The distance that moths are allowed to be from this spawner}
float property fLeashHeight = 50.0 auto
{ The distance that dragonflies are allowed to be from above spawner}
float property fLeashDepth = 50.0 auto
{ The distance that fish are allowed to be from below spawner}
float property fMaxPlayerDistance = 2000.0 auto
{ The distance from the player before the Spawner stops spawning critters}
int property iMaxCritterCount = 10 auto
{ The maximum number of critters this spawner can generate}
float property fFastSpawnInterval = 0.1 auto
{ When spawning critters, the interval between spawns}
float property fSlowSpawnInterval = 5.0 auto
{ When spawning critters, the interval between spawns}
GlobalVariable property GameHour auto
{ Make this point to the GameHour global }
float property fStartSpawnTime = 6.0 auto
{ The Time after which this spawner can be active}
float property fEndSpawnTime = 11.0 auto
{ The Time before which this spawner can be active}
float property fLeashOverride auto
{Optional: Manually set roaming radius for critters spawned}
bool property bSpawnInPrecipitation auto
{Should this critter spawn in rain/snow? DEFAULT: FALSE}
;----------------------------------------------
; Constants (shouldn't need to modify these)
;----------------------------------------------
float fCheckPlayerDistanceTime = 2.0
;----------------------------------------------
; Variables to keep track of spawned critters
;----------------------------------------------
int property iCurrentCritterCount = 0 auto hidden
bool bLooping
bool bPrintDebug = FALSE ; should usually be set to false.
int recursions
; Do initial stuff when my 3D has loaded up.
EVENT OnCellAttach() ; USKP 1.3.3 - Changed from OnLoad() to be more reliable, especially in interior cells.
; The Spawner will register for update and periodically check whether the player is close or not
; - JOEL REFACTOR - Going to use onLoad() & onUnload() instead of states?
; GotoState("WaitingForPlayer")
; - JOEL REFACTOR - also no longer need to update
; RegisterForSingleUpdate(fCheckPlayerDistanceTime)
if bPrintDebug == TRUE
; debug.trace("spawner " + self + " loaded.")
recursions = 0
endif
; set our control bool to start the loop
bLooping = TRUE
while bLooping
if bPrintDebug
recursions += 1
; debug.trace("spawner " + self + " while loop #" + recursions)
endif
if !shouldSpawn()
; wait a bit, then see if the player is close again.
; Removing this to eliminate some TPLOG spam
; ; debug.TraceConditional("player not yet near spawner " + self, bPrintDebug)
utility.wait(fCheckPlayerDistanceTime)
else
; ; debug.TraceConditional("spawner " + self + " ready to spawn!!!", bPrintDebug)
; player must be nearby - spawn our initial critters
; don't follow up as we no longer wish to re-generate new critters until the player leaves entirely
spawnInitialCritterBatch()
bLooping = FALSE
endif
endWhile
endEVENT
EVENT onUnload()
; when our 3D unloads, stop looping until loaded again.
bLooping = FALSE
; ; debug.TraceConditional("spawner " + self + " unloading due to onUnload() EVENT.", bPrintDebug)
endEVENT
EVENT onCellDetach()
bLooping = FALSE
; ; debug.TraceConditional("spawner " + self + " unloading due to onCellDetach() EVENT.", bPrintDebug)
endEVENT
Function SpawnInitialCritterBatch()
; How many do we need to spawn?
int icrittersToSpawn = iMaxCritterCount - iCurrentCritterCount
; Create that many critters
int i = 0;
while (i < icrittersToSpawn)
; Create one critter at a time
SpawnCritter()
; Wait a bit before the next spawn
;Wait(fFastSpawnInterval)
; Next
i = i + 1
endWhile
endFunction
; Called by critters when they die
Event OnCritterDied()
; Decrement current critter count, next time OnUpdate
; gets called, we'll spawn a new one
if iCurrentCritterCount > 0
iCurrentCritterCount -= 1; faster [USKP 2.0.1]
elseif iCurrentCritterCount < 0
; iCurrentCritterCount must be in the negatives. Something is up, but for now increment towards zero
iCurrentCritterCount = 0; earler saves with failed deletions [USKP 2.0.1]
endif
endEvent
; Spawns one Critter
bool Function SpawnCritter()
if (iCurrentCritterCount < iMaxCritterCount) && (iCurrentCritterCount >= 0)
; Go ahead with the actual spawn
return SpawnCritterAtRef(self)
;/// [USKP 2.0.1] moved into SpawnCritterAtRef
; Increment count
iCurrentCritterCount = iCurrentCritterCount + 1
return true
///;
elseif iCurrentCritterCount < 0
; debug.trace("("+self+") has invalid iCurrentCritterCount of "+iCurrentCritterCount+", abort!")
; turn off loop
bLooping = FALSE
else
; debug.trace("("+self+") SpawnCritter() failed because iCurrentCritterCount is "+iCurrentCritterCount)
; ;debug.trace("("+self+") iMaxCritterCount: "+iMaxCritterCount)
endif
return False ; [USKP 1.3.1] to help eliminate log spam and potential long term save bloating.
endFunction
; Spawns one Critter at a specific location
; returns true on success [USKP 2.0.1]
;
bool Function SpawnCritterAtRef(ObjectReference arSpawnRef)
; Pick a random critter type
Activator critterType = CritterTypes.GetAt(RandomInt(0, CritterTypes.GetSize() - 1)) as Activator
if critterType == none
; STEVE40+USKP extra check
return false
endif
; Create the critter and cast it to the critter base class
ObjectReference critterRef = arSpawnRef.PlaceAtMe(critterType, 1, false, true)
Critter thecritter = critterRef as Critter
if thecritter == none
; STEVE40+USKP extra check
return false
endif
; Set initial variables on the critter
; ; Debug.TraceConditional("Spawner " + self + " is creating Critter " + thecritter, bPrintDebug);
thecritter.SetInitialSpawnerProperties(fLeashLength, fLeashHeight, fLeashDepth, fMaxPlayerDistance + fLeashLength, self)
; Increment count [USKP 2.0.1]
iCurrentCritterCount += 1
return true
endFunction
; Utility method that returns the player's distance
float Function GetPlayerDistance()
return Game.GetPlayer().GetDistance(self)
endFunction
; Utility method that tells the spawner whether it should spawn critters
bool Function ShouldSpawn()
;DREW - Added an extra safety measure for if the object is stuck in the spawn check loop while the 3d is not loaded
; NOTE - is3dLoaded dumps an error when the 3d is not loaded, but the function still returns false which should
; set bLooping to false and jump out of the bLooping While, at which point no additional errors will be thrown
; GetParentCell check first helps avoid error log in exteriors? [USKP 2.0.1]
if self.GetParentCell() && self.is3dLoaded()
if !(GetPlayerDistance() <= fMaxPlayerDistance)
return false
endIf
; Otherwise, base value on time of day (no handling of wrap around though...)
return IsActiveTime()
else ;if the 3d is not loaded jump out of the looped state. Just an extra safety measure.
; ;debug.Trace(self + ": should be setting bLooping to False")
bLooping = FALSE
return false
endif
endFunction
bool Function IsActiveTime()
bool binTimeRange = false
; BUGFIX BY STEVE40 - I found one case in Hearthfire where Bethesda didn't set the GameHour property on the script, causing it to spam the logs
if GameHour == none
bLooping = False ; kill the script
return false
endIf
if (fEndSpawnTime >= fStartSpawnTime)
binTimeRange = (GameHour.GetValue() >= fStartSpawnTime) && (GameHour.GetValue() < fEndSpawnTime)
else
binTimeRange = (GameHour.GetValue() >= fStartSpawnTime) || (GameHour.GetValue() < fEndSpawnTime)
endIf
return binTimeRange && ((Weather.GetCurrentWeather() == none) || \
(Weather.GetCurrentWeather().GetClassification() < 2) || \
(bSpawnInPrecipitation == TRUE))
endFunction