Added CritterSpawn Congestion Fix 1.52 by Excinerus
This commit is contained in:
parent
ea53444dbe
commit
278c4cfefd
@ -649,6 +649,7 @@ CommonLibSSE-NG by Ryan McKenzie, powerofthree, Charmed Baryon, and others
|
|||||||
Better Dialogue Controls by ecirbaf
|
Better Dialogue Controls by ecirbaf
|
||||||
Unofficial Enderal Port (fs.dll) by Hishutup and FelesNoctis
|
Unofficial Enderal Port (fs.dll) by Hishutup and FelesNoctis
|
||||||
Shorter Grass by Fhaarkas
|
Shorter Grass by Fhaarkas
|
||||||
|
CritterSpawn Congestion Fix by Excinerus
|
||||||
Ghost Item Bug Fix for SkyUI by EdmanSA
|
Ghost Item Bug Fix for SkyUI by EdmanSA
|
||||||
Drunk Sinking Head Idle Fix by KnightRangersGuild
|
Drunk Sinking Head Idle Fix by KnightRangersGuild
|
||||||
Book Covers Skyrim by DanielCoffey
|
Book Covers Skyrim by DanielCoffey
|
||||||
|
Binary file not shown.
@ -1,5 +1,4 @@
|
|||||||
scriptName CritterSpawn extends ObjectReference
|
scriptName CritterSpawn extends ObjectReference
|
||||||
{MODIFIED BY STEVE40 and USKP}
|
|
||||||
|
|
||||||
import Critter
|
import Critter
|
||||||
import Utility
|
import Utility
|
||||||
@ -42,189 +41,292 @@ float property fLeashOverride auto
|
|||||||
bool property bSpawnInPrecipitation auto
|
bool property bSpawnInPrecipitation auto
|
||||||
{Should this critter spawn in rain/snow? DEFAULT: FALSE}
|
{Should this critter spawn in rain/snow? DEFAULT: FALSE}
|
||||||
|
|
||||||
|
|
||||||
|
Bool property bAllowRespawn = true auto
|
||||||
|
Bool property bReducedRespawn = true auto
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
; Constants (shouldn't need to modify these)
|
; Constants (shouldn't need to modify these)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
float fCheckPlayerDistanceTime = 2.0
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
; Variables to keep track of spawned critters
|
; 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.")
|
int property iCurrentCritterCount = 0 auto hidden ; not used, set to -1 to break vanilla spawner while loops
|
||||||
recursions = 0
|
bool bLooping = false ; reintroduced to catch baked runaway loops
|
||||||
|
float extraWaitTime = 0.0 ; extra time in seconds before trying again
|
||||||
|
|
||||||
|
|
||||||
|
float property fCheckPlayerDistanceTime = 2.0 auto hidden
|
||||||
|
int property iSpawnedCritterCount = 0 auto hidden
|
||||||
|
int property iDeadCritterCount = 0 auto hidden
|
||||||
|
int property iRespawnDelay = 6 auto hidden
|
||||||
|
|
||||||
|
|
||||||
|
bool property isSpawning = false auto hidden
|
||||||
|
bool property shouldTryAgain = false auto hidden
|
||||||
|
actor property PlayerRef auto
|
||||||
|
|
||||||
|
|
||||||
|
bool bPrintDebug = FALSE
|
||||||
|
Cell _ParentCell
|
||||||
|
|
||||||
|
Cell property ParentCell
|
||||||
|
Cell function get()
|
||||||
|
if !_ParentCell
|
||||||
|
_ParentCell = self.GetParentCell()
|
||||||
|
endif
|
||||||
|
return _ParentCell
|
||||||
|
endFunction
|
||||||
|
endproperty
|
||||||
|
|
||||||
|
|
||||||
|
bool Function VanillaLoopBreak()
|
||||||
|
|
||||||
|
if (bLooping || iCurrentCritterCount>0)
|
||||||
|
; breaking OnCellAttach runaway loop in baked vanilla functions
|
||||||
|
bLooping = false
|
||||||
|
; breaking SpawnInitialCritterBatch runaway loop in baked vanilla and uskp functions
|
||||||
|
iCurrentCritterCount = 0
|
||||||
|
|
||||||
|
Debug.Trace("CritterSpawn : Runaway Spawner warning :" + self);
|
||||||
|
return true
|
||||||
endif
|
endif
|
||||||
|
return false
|
||||||
|
EndFunction
|
||||||
|
Function SpawnInitialCritterBatch()
|
||||||
|
VanillaLoopBreak()
|
||||||
|
endFunction
|
||||||
|
|
||||||
; set our control bool to start the loop
|
|
||||||
bLooping = TRUE
|
|
||||||
|
|
||||||
while bLooping
|
|
||||||
if bPrintDebug
|
|
||||||
recursions += 1
|
|
||||||
; debug.trace("spawner " + self + " while loop #" + recursions)
|
EVENT OnCellAttach()
|
||||||
|
VanillaLoopBreak()
|
||||||
|
; the spawner will attach to a cell, this can be the cell we just teleported to (door) or one that loaded in the distance
|
||||||
|
; shouldSpawn() will check if the spawner should start spawning critters, wait a bit or do nothing
|
||||||
|
iSpawnedCritterCount = 0
|
||||||
|
iDeadCritterCount = 0
|
||||||
|
isSpawning = false
|
||||||
|
|
||||||
|
shouldTryAgain = true
|
||||||
|
|
||||||
|
if shouldSpawn()
|
||||||
|
SpawnABatchOfCritters()
|
||||||
|
elseif shouldTryAgain
|
||||||
|
;randomize the update time so we're less likely to have synchronized spawners asking for updates
|
||||||
|
RegisterForSingleUpdate(fCheckPlayerDistanceTime * Randomfloat(1.0,1.5))
|
||||||
|
|
||||||
endif
|
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
|
endEVENT
|
||||||
|
|
||||||
|
event OnUpdate()
|
||||||
|
|
||||||
|
VanillaLoopBreak()
|
||||||
|
if (iSpawnedCritterCount < iMaxCritterCount*10)
|
||||||
|
if shouldSpawn()
|
||||||
|
SpawnABatchOfCritters()
|
||||||
|
elseif shouldTryAgain
|
||||||
|
RegisterForSingleUpdate(fCheckPlayerDistanceTime + extraWaitTime )
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endEvent
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
EVENT onUnload()
|
EVENT onUnload()
|
||||||
; when our 3D unloads, stop looping until loaded again.
|
shouldTryAgain = false
|
||||||
bLooping = FALSE
|
UnregisterForUpdate()
|
||||||
; ; debug.TraceConditional("spawner " + self + " unloading due to onUnload() EVENT.", bPrintDebug)
|
|
||||||
endEVENT
|
endEVENT
|
||||||
|
|
||||||
EVENT onCellDetach()
|
EVENT onCellDetach()
|
||||||
bLooping = FALSE
|
shouldTryAgain = false
|
||||||
; ; debug.TraceConditional("spawner " + self + " unloading due to onCellDetach() EVENT.", bPrintDebug)
|
UnregisterForUpdate()
|
||||||
endEVENT
|
endEVENT
|
||||||
|
|
||||||
Function SpawnInitialCritterBatch()
|
Function SpawnABatchOfCritters()
|
||||||
; How many do we need to spawn?
|
VanillaLoopBreak()
|
||||||
int icrittersToSpawn = iMaxCritterCount - iCurrentCritterCount
|
; Important note here, even if the instance locking this thread gets dumped midway leaving the thread locked
|
||||||
|
; this wouldn't leave threads wait()ing in the stacks, they'll just keep reregistering every iSpawnedCritterCount
|
||||||
|
; and just won't spawn anything, the whole thing will be fixed when the spawner is unloaded and loaded again
|
||||||
|
|
||||||
; Create that many critters
|
if (! isSpawning && iSpawnedCritterCount < iMaxCritterCount*10)
|
||||||
int i = 0;
|
isSpawning = true
|
||||||
while (i < icrittersToSpawn)
|
|
||||||
; Create one critter at a time
|
|
||||||
SpawnCritter()
|
|
||||||
|
|
||||||
; Wait a bit before the next spawn
|
|
||||||
;Wait(fFastSpawnInterval)
|
|
||||||
|
|
||||||
; Next
|
;if not using the Fixed critter script there's no way to prevent over-reported critter deaths, but we'll cap spawns anyway to the max value
|
||||||
i = i + 1
|
if (iDeadCritterCount > iSpawnedCritterCount)
|
||||||
endWhile
|
iDeadCritterCount = iSpawnedCritterCount
|
||||||
|
endIf
|
||||||
|
|
||||||
|
|
||||||
|
int spawnAttempts = iMaxCritterCount - iSpawnedCritterCount + iDeadCritterCount
|
||||||
|
|
||||||
|
;limiting amount of respawns by distance
|
||||||
|
if (iDeadCritterCount>0 && bReducedRespawn)
|
||||||
|
spawnAttempts = 1
|
||||||
|
endif
|
||||||
|
|
||||||
|
while (spawnAttempts)
|
||||||
|
if (SpawnCritterAtRef(self))
|
||||||
|
iSpawnedCritterCount += 1
|
||||||
|
endif
|
||||||
|
spawnAttempts -=1
|
||||||
|
endWhile
|
||||||
|
|
||||||
|
isSpawning = false
|
||||||
|
if (iMaxCritterCount - iSpawnedCritterCount + iDeadCritterCount)
|
||||||
|
;we couldn't spawn enough critters, or the player is currently killing them : try a bit later
|
||||||
|
QueueAdditionalSpawns()
|
||||||
|
endIf
|
||||||
|
endIf
|
||||||
|
endFunction
|
||||||
|
|
||||||
|
|
||||||
|
function QueueAdditionalSpawns()
|
||||||
|
VanillaLoopBreak()
|
||||||
|
if (!isSpawning && iSpawnedCritterCount < iMaxCritterCount*10)
|
||||||
|
UnregisterForUpdate()
|
||||||
|
RegisterForSingleUpdate(1+ (1+iSpawnedCritterCount) * iRespawnDelay )
|
||||||
|
endif
|
||||||
endFunction
|
endFunction
|
||||||
|
|
||||||
; Called by critters when they die
|
; Called by critters when they die
|
||||||
Event OnCritterDied()
|
Event OnCritterDied()
|
||||||
; Decrement current critter count, next time OnUpdate
|
VanillaLoopBreak()
|
||||||
; gets called, we'll spawn a new one
|
if iDeadCritterCount < iSpawnedCritterCount
|
||||||
if iCurrentCritterCount > 0
|
iDeadCritterCount += 1
|
||||||
iCurrentCritterCount -= 1; faster [USKP 2.0.1]
|
else
|
||||||
elseif iCurrentCritterCount < 0
|
;iDeadCritterCount is overflowing for some reason
|
||||||
; iCurrentCritterCount must be in the negatives. Something is up, but for now increment towards zero
|
;increase the spawned Critter count instead so the queue keeps getting postponed until the script shuts down
|
||||||
iCurrentCritterCount = 0; earler saves with failed deletions [USKP 2.0.1]
|
iSpawnedCritterCount = iDeadCritterCount
|
||||||
|
Debug.Trace("CritterSpawn : iDeadCritterCount overflowing " + iDeadCritterCount);
|
||||||
|
|
||||||
endif
|
endif
|
||||||
|
; a critter died, if we're not currently spawning, try to refresh the queue or push back the delay
|
||||||
|
QueueAdditionalSpawns()
|
||||||
endEvent
|
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)
|
bool Function SpawnCritterAtRef(ObjectReference arSpawnRef)
|
||||||
|
|
||||||
|
if VanillaLoopBreak()
|
||||||
|
return false
|
||||||
|
endif
|
||||||
; Pick a random critter type
|
; Pick a random critter type
|
||||||
Activator critterType = CritterTypes.GetAt(RandomInt(0, CritterTypes.GetSize() - 1)) as Activator
|
Activator critterType = CritterTypes.GetAt(RandomInt(0, CritterTypes.GetSize() - 1)) as Activator
|
||||||
|
|
||||||
if critterType == none
|
if critterType
|
||||||
; STEVE40+USKP extra check
|
Critter critty = arSpawnRef.PlaceAtMe(critterType, 1, false, true) as Critter
|
||||||
|
if critty
|
||||||
|
critty.SetInitialSpawnerProperties(fLeashLength, fLeashHeight, fLeashDepth, fMaxPlayerDistance + fLeashLength, self)
|
||||||
|
return true
|
||||||
|
endif
|
||||||
|
else
|
||||||
|
Debug.Trace("CritterSpawn :" + arSpawnRef + " attempted to spawn a bad critter type, check the contents of " + CritterTypes );
|
||||||
return false
|
return false
|
||||||
endif
|
endif
|
||||||
|
|
||||||
; Create the critter and cast it to the critter base class
|
return false
|
||||||
ObjectReference critterRef = arSpawnRef.PlaceAtMe(critterType, 1, false, true)
|
|
||||||
Critter thecritter = critterRef as Critter
|
|
||||||
|
|
||||||
if thecritter == none
|
endFunction
|
||||||
; STEVE40+USKP extra check
|
|
||||||
|
|
||||||
|
float Function GetPlayerDistance() ; Caches player reference too
|
||||||
|
|
||||||
|
if VanillaLoopBreak()
|
||||||
|
return fMaxPlayerDistance + 1
|
||||||
|
endif
|
||||||
|
if !PlayerRef
|
||||||
|
PlayerRef = Game.GetPlayer()
|
||||||
|
endif
|
||||||
|
return PlayerRef.GetDistance(self)
|
||||||
|
endFunction
|
||||||
|
|
||||||
|
bool Function ShouldSpawn()
|
||||||
|
if VanillaLoopBreak()
|
||||||
|
return false
|
||||||
|
endif
|
||||||
|
if (iSpawnedCritterCount >= iMaxCritterCount*10)
|
||||||
|
shouldTryAgain = false
|
||||||
return false
|
return false
|
||||||
endif
|
endif
|
||||||
|
|
||||||
; Set initial variables on the critter
|
if (!bAllowRespawn && (iSpawnedCritterCount >= iMaxCritterCount))
|
||||||
; ; Debug.TraceConditional("Spawner " + self + " is creating Critter " + thecritter, bPrintDebug);
|
shouldTryAgain = false
|
||||||
thecritter.SetInitialSpawnerProperties(fLeashLength, fLeashHeight, fLeashDepth, fMaxPlayerDistance + fLeashLength, self)
|
return false
|
||||||
|
endif
|
||||||
|
|
||||||
; Increment count [USKP 2.0.1]
|
if ParentCell != none
|
||||||
iCurrentCritterCount += 1
|
float distance = GetPlayerDistance()
|
||||||
|
if !self.is3dLoaded() || ( distance > fMaxPlayerDistance)
|
||||||
|
extraWaitTime = 2.0
|
||||||
|
return false
|
||||||
|
else
|
||||||
|
if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 )
|
||||||
|
if (Randomfloat(1 )>0.99 && !PlayerRef.HasLos(self))
|
||||||
|
extraWaitTime = 0.0
|
||||||
|
else
|
||||||
|
extraWaitTime = 2.0
|
||||||
|
return false
|
||||||
|
endif
|
||||||
|
else
|
||||||
|
extraWaitTime = 0.0
|
||||||
|
endif
|
||||||
|
endIf
|
||||||
|
return IsActiveTime() && CustomCheck()
|
||||||
|
else
|
||||||
|
shouldTryAgain = false
|
||||||
|
return false
|
||||||
|
endif
|
||||||
|
endFunction
|
||||||
|
|
||||||
|
function SetExtraWaitTime(float t)
|
||||||
|
extraWaitTime = t
|
||||||
|
endFunction
|
||||||
|
function ClearExtraWaitTime()
|
||||||
|
extraWaitTime = 0
|
||||||
|
endFunction
|
||||||
|
|
||||||
|
|
||||||
|
;Custom method to override in custom scripts
|
||||||
|
bool Function CustomCheck()
|
||||||
return true
|
return true
|
||||||
endFunction
|
endFunction
|
||||||
|
|
||||||
; Utility method that returns the player's distance
|
bool Function IsActiveTime()
|
||||||
float Function GetPlayerDistance()
|
if VanillaLoopBreak()
|
||||||
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
|
return false
|
||||||
endif
|
endif
|
||||||
endFunction
|
bool binTimeRange = (fEndSpawnTime != fStartSpawnTime) ;dont bother reading or checking for Gamehour if not timeframe is set
|
||||||
|
|
||||||
bool Function IsActiveTime()
|
if (binTimeRange)
|
||||||
bool binTimeRange = false
|
if GameHour
|
||||||
|
float GameHourf = GameHour.GetValue()
|
||||||
|
if (fEndSpawnTime >= fStartSpawnTime)
|
||||||
|
binTimeRange = (GameHourf >= fStartSpawnTime) && (GameHourf < fEndSpawnTime)
|
||||||
|
else
|
||||||
|
binTimeRange = (GameHourf >= fStartSpawnTime) || (GameHourf < fEndSpawnTime)
|
||||||
|
endIf
|
||||||
|
else
|
||||||
|
shouldTryAgain = false ;spawner not set up properly, stop it
|
||||||
|
Debug.Trace("CritterSpawn :" + self + " spawner not set up properly, has a timerane while missing the GameHourf property");
|
||||||
|
|
||||||
|
return false
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
if (binTimeRange)
|
||||||
|
if (bSpawnInPrecipitation) ;dont check for weather condition if not needed
|
||||||
|
return true;
|
||||||
|
else
|
||||||
|
Weather W = Weather.GetCurrentWeather()
|
||||||
|
return !W || (W.GetClassification() < 2)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
; 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
|
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
|
endFunction
|
||||||
|
Loading…
x
Reference in New Issue
Block a user