HordeMobs.lua
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-- HORDE MODE: the crowd. -- -- Waves of people who want to touch you, walking the same grid the game -- walks, wearing the overworld's own character sheets. Every mob IS a -- real engine NPC (OverworldState:addRuntimeObject), which is what buys -- the whole feature for nothing: the engine interpolates their steps, -- the collision system lets them jostle, the voxel pass billboards them -- with the right frame for the angle you see them from, and the flat 2D -- path draws them too. Nothing here draws a character. -- -- THEY ARE DRIVEN, NOT SCRIPTED. OverworldState:scriptMove would be the -- obvious way to walk one, and it is a trap: a queued script move sets -- `scripted` on the state, which blocks the PLAYER's input for as long as -- it runs. So mobs are spawned with movement = "STAY" (which leaves -- NPC:update's wander branch inert) and this file writes facing / target / -- moving / progress directly, once per step. NPC:update then does the -- pixel interpolation and the cell commit exactly as it does for a -- wandering shopkeeper. -- -- PATHING IS A FLOW FIELD, not A* per mob. One breadth-first sweep out -- from the player's cell, over the map's walkable cells, gives EVERY mob -- its next step at once -- and gives it correctly through doorways and -- around buildings, which is what "gang up on the player" actually -- requires. Rebuilt a few times a second rather than per frame; between -- rebuilds a mob just walks downhill on the numbers. It also answers two -- other questions for free: how far a cell is from the player (so a spawn -- point can be picked at a fair distance and be guaranteed REACHABLE), -- and whether a mob is adjacent enough to swing. -- -- The sweep ignores entity occupancy on purpose. Mobs are solid to each -- other, so a pack funnelling down a corridor will jam -- and the fix for -- that is not a cleverer path, it is that a mob whose downhill step is -- occupied tries its second choice and otherwise waits. That is what -- makes them pool around the player instead of forming a queue. -- -- FOLLOWING THROUGH DOORS. A warp tears down every NPC on the old map, so -- the roster cannot survive one. What survives is the COUNT: the number -- still alive when the player ran, re-spawned on the far side over the -- next few seconds, from the cells nearest the door they came in by. From -- the player's chair that is the horde coming through the door after them. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local Horde = V.require("Horde") local HordeSfx = V.require("HordeSfx") local HordeMobs = {} -- ------- tuning -- Wave n throws this many at you, and no more than CAP stand at once. local function waveSize(n) return 4 + 3 * n end local CAP = 14 local SPAWN_INTERVAL = 0.75 -- seconds between arrivals inside a wave local WAVE_GAP = 4.0 -- the breather, and the banner's window local FOLLOW_INTERVAL = 0.55 -- how fast they pour through a door -- Frames per cell. The engine's own walk is 16; the horde is quicker than -- a shopkeeper and gets quicker as the waves stack, floored so it never -- outruns the player's own free walk. local function stepFrames(n) return math.max(9, 15 - math.floor(n / 2)) end local function mobHp(n) return math.min(4, 1 + math.floor(n / 3)) end local function killScore(n) return 100 + 25 * (n - 1) end local function waveBonus(n) return 250 * n end -- How close a mob comes before it stops walking and starts swinging, in -- CELLS, and how close it has to be to land the hit, in world pixels. -- -- The standoff is the difference between a horde and a wall. Nothing -- stops a mob taking the cell next to the player -- and when it does, a -- sixteen-pixel figure a cell away fills a sixty-five-degree lens edge to -- edge, so being surrounded looks like a texture rather than like people. -- Two cells back they read as figures closing in, the ring holds a dozen -- of them, and the player can still see what they are shooting at. local STANDOFF = 2 local REACH = 40 -- The cast. Overworld sprite sheets that read as a threat coming out of -- the dark; anything missing from the loaded game is dropped at spawn. local CAST = { "SPRITE_ROCKET", "SPRITE_CHANNELER", "SPRITE_SCIENTIST", "SPRITE_BIKER", "SPRITE_GUARD", "SPRITE_SUPER_NERD", "SPRITE_HIKER", "SPRITE_SWIMMER", "SPRITE_GYM_GUIDE", "SPRITE_BLACK_HAIR_BOY_1", "SPRITE_GIRL", "SPRITE_MIDDLE_AGED_MAN", "SPRITE_FISHER", "SPRITE_GAMBLER", } local OWNER = "DRAMATIC_SHAPE" -- ------- the flow field -- -- dist[cy * w + cx] = steps from the player, over walkable cells only. -- Nil where the sweep never reached, which is the same answer as "no way -- there from here" -- an island across water, a room behind a locked door. local field = { mapId = nil, w = 0, h = 0, dist = nil, at = nil, age = 0 } local REBUILD_EVERY = 0.28 local function passable(map, cx, cy) if not map:inBounds(cx, cy) then return false end if not map:isWalkableCell(cx, cy) then return false end -- a warp cell is walkable but standing on one takes the warp; mobs may -- cross them (that IS the door they follow you through) so they stay in return true end -- fixed order, so a tie between two equally good steps always breaks the -- same way -- a mob that dithers between two cells reads as broken, and a -- pairs() walk over a hash would give a different answer every run local DIRS = { "right", "left", "down", "up" } local DX = { right = 1, left = -1, down = 0, up = 0 } local DY = { right = 0, left = 0, down = 1, up = -1 } local function rebuildField(map, px, py) local w, h = map.widthCells, map.heightCells local dist = {} -- a plain array queue: BFS on a grid never revisits a cell, so no heap -- and no priority is needed and the whole sweep is one pass local qx, qy = { px }, { py } local head = 1 dist[py * w + px] = 0 while head <= #qx do local cx, cy = qx[head], qy[head] head = head + 1 local d = dist[cy * w + cx] + 1 for i = 1, 4 do local dir = DIRS[i] local nx, ny = cx + DX[dir], cy + DY[dir] local key = ny * w + nx if dist[key] == nil and passable(map, nx, ny) then dist[key] = d qx[#qx + 1], qy[#qy + 1] = nx, ny end end end field.mapId, field.w, field.h, field.dist = map.id, w, h, dist field.at = { px, py } field.age = 0 end local function distAt(cx, cy) if not field.dist then return nil end if cx < 0 or cy < 0 or cx >= field.w or cy >= field.h then return nil end return field.dist[cy * field.w + cx] end -- named for the suite: the sweep, and the distance it wrote to a cell HordeMobs._dist = distAt HordeMobs._rebuild = rebuildField -- ------- spawning local function liveSprites(G) local out = {} local sprites = G and G.data and G.data.sprites for _, key in ipairs(CAST) do if sprites and sprites[key] then out[#out + 1] = key end end if #out == 0 and sprites then -- a total conversion with none of the vanilla sheets: take whatever -- walker it does have rather than spawning nothing at all local keys = {} for key, def in pairs(sprites) do if def and def.walker then keys[#keys + 1] = key end end table.sort(keys) for i = 1, math.min(6, #keys) do out[i] = keys[i] end end return out end -- Cells at a fair distance from the player that the flow field says are -- actually reachable, preferring the far end of the band so the horde -- arrives from off in the dark rather than on top of you. local function spawnCells(map, near, far, want) local out = {} if not field.dist then return out end for key, d in pairs(field.dist) do if d >= near and d <= far then local cy = math.floor(key / field.w) local cx = key - cy * field.w out[#out + 1] = { cx, cy, d } end end -- shuffle, then bias toward distance: sorting outright would file every -- mob in from the same corner for i = #out, 2, -1 do local j = love.math.random(i) out[i], out[j] = out[j], out[i] end table.sort(out, function(a, b) return a[3] > b[3] end) while #out > (want or 16) do table.remove(out) end return out end local function occupiedCell(state, cx, cy) local Collision = require("src.world.Collision") return Collision.occupied(state.entities, cx, cy, nil) ~= nil end -- One mob, on a cell, on the live map. Returns the roster entry or nil. local function spawnAt(G, state, cx, cy, wave) local s = Horde.session if not s then return nil end local sprites = liveSprites(G) if #sprites == 0 then return nil end local def = { x = cx, y = cy, sprite = sprites[love.math.random(#sprites)], movement = "STAY", range = "DOWN", name = "HORDE", hordeMob = true, } local mapId = state.map.id local okAdd, npcId = pcall(state.addRuntimeObject, state, mapId, def, OWNER) if not (okAdd and npcId) then return nil end s.spawned[mapId] = s.spawned[mapId] or {} s.spawned[mapId][def.index] = true local npc = nil for _, e in ipairs(state.npcs) do if e.id == npcId then npc = e break end end if not npc then return nil end npc.wanders = false npc.stepFrames = stepFrames(wave) local entry = { npc = npc, id = npcId, mapId = mapId, hp = mobHp(wave), attackT = 0, } s.mobs[#s.mobs + 1] = entry return entry end -- ------- removal -- -- Targeted, because the engine's own removeRuntimeObject walks every map -- in the game to find one object and a firefight calls this several times -- a second. local function dropNpc(state, npcId) for _, list in ipairs({ state.npcs or {}, state.entities or {} }) do for i = #list, 1, -1 do if list[i].id == npcId then table.remove(list, i) end end end if state.npcPool then state.npcPool[npcId] = nil end end -- Take this mode's objects back out of a map record. Runtime objects live -- in Game.data.maps[id].objects until removed, and setMap respawns from -- that list -- so a def left behind is a mob waiting on the far side of a -- door long after the mode ended. local function scrubMap(G, mapId, indices) local def = G and G.data and G.data.maps and G.data.maps[mapId] if not def or not def.objects then return end for i = #def.objects, 1, -1 do local obj = def.objects[i] if obj and obj.hordeMob and (not indices or indices[obj.index]) then table.remove(def.objects, i) end end end -- ------- the roster's own step local function faceToward(npc, cx, cy) local dx, dy = cx - npc.cellX, cy - npc.cellY if math.abs(dx) > math.abs(dy) then return dx > 0 and "right" or "left" end return dy > 0 and "down" or "up" end -- Walk one mob downhill on the flow field. The best neighbour is the one -- with the lowest distance; when it is taken, the second best is tried, -- and when both are taken the mob waits a beat -- which is what makes a -- pack pool around the player instead of queueing behind one another. local function stepMob(state, entry) local npc = entry.npc if npc.moving then return end local here = distAt(npc.cellX, npc.cellY) -- close enough: stand and swing rather than crowding into the lens if here and here <= STANDOFF then local p = state.player npc.facing = faceToward(npc, p.cellX, p.cellY) return end local best, bestD, second, secondD = nil, nil, nil, nil for i = 1, 4 do local dir = DIRS[i] local tx, ty = npc.cellX + DX[dir], npc.cellY + DY[dir] local d = distAt(tx, ty) -- the standoff is enforced on the cell being ENTERED, not the one -- being stood on: a mob that checked only where it was would still -- finish the step it was already taking and end up in the lens if d and d < STANDOFF then d = nil end if d and (not here or d < here) then if not bestD or d < bestD then second, secondD = best, bestD best, bestD = { dir, tx, ty }, d elseif not secondD or d < secondD then second, secondD = { dir, tx, ty }, d end end end for _, pick in ipairs({ best, second }) do if pick then local dir, tx, ty = pick[1], pick[2], pick[3] if not occupiedCell(state, tx, ty) then npc.facing = dir npc.targetX, npc.targetY = tx, ty npc.moving = true npc.progress = 0 return end end end -- boxed in: keep facing the player so the pack still reads as a threat local p = state.player npc.facing = faceToward(npc, p.cellX, p.cellY) end -- ------- the public surface function HordeMobs.begin(G) local s = Horde.session if not s then return end local state = G and G.overworld if not (state and state.map) then return end field.mapId = nil s.wave, s.waveRemaining, s.waveGap, s.spawnGap = 0, 0, 0, 0 HordeMobs.convertLocals(state) end -- Everyone already standing on the map joins in. Their sprite, their -- position, their business -- now walking at the player. Nothing is -- stored to undo it, because the restore warps through setMap, which -- rebuilds every one of them from the map record (see Horde.finish). function HordeMobs.convertLocals(state) local s = Horde.session if not (s and state and state.npcs) then return end local known = {} for _, e in ipairs(s.mobs) do known[e.npc] = true end for _, npc in ipairs(state.npcs) do if not known[npc] and not npc.passable then npc.wanders = false npc.frozen = false npc.stepFrames = stepFrames(math.max(1, s.wave)) s.mobs[#s.mobs + 1] = { npc = npc, id = npc.id, mapId = state.map.id, hp = mobHp(math.max(1, s.wave)), attackT = 0, local_ = true, } end end end function HordeMobs.nextWave(G) local s = Horde.session if not s then return end s.wave = s.wave + 1 s.waveRemaining = waveSize(s.wave) s.spawnGap = 0 Horde.banner(("WAVE %d"):format(s.wave), 1.6) HordeSfx.play(HordeSfx.WAVE) for _, e in ipairs(s.mobs) do e.npc.stepFrames = stepFrames(s.wave) end end -- A mob took a bullet. Returns "kill", "hit", or nil. function HordeMobs.hit(entry, damage) local s = Horde.session if not (s and entry) then return nil end entry.hp = entry.hp - (damage or 1) if entry.hp > 0 then HordeSfx.play(HordeSfx.HIT) return "hit" end entry.dead = true s.kills = s.kills + 1 Horde.addScore(killScore(math.max(1, s.wave))) HordeSfx.randomCry() return "kill" end -- Every live mob, for the gun's ray to test against. function HordeMobs.list() local s = Horde.session return s and s.mobs or {} end function HordeMobs.update(dt, G) local s = Horde.session if not s then return end local state = G and G.overworld if not (state and state.map and state.player) then return end local p = state.player -- the flow field, rebuilt on a clock and whenever the player changes -- cell far enough that the old numbers point at where they used to be field.age = field.age + dt local moved = field.at and (math.abs(field.at[1] - p.cellX) + math.abs(field.at[2] - p.cellY)) or 99 if field.mapId ~= state.map.id or field.age >= REBUILD_EVERY or moved >= 2 then rebuildField(state.map, p.cellX, p.cellY) end -- the dead, collected before anything walks for i = #s.mobs, 1, -1 do local e = s.mobs[i] if e.dead or not e.npc then if e.npc then dropNpc(state, e.id) end table.remove(s.mobs, i) end end -- the living local pcx, pcy = p.px + 8, p.py + 8 for _, e in ipairs(s.mobs) do local npc = e.npc e.attackT = math.max(0, e.attackT - dt) stepMob(state, e) local dx, dz = (npc.px + 8) - pcx, (npc.py + 8) - pcy if dx * dx + dz * dz <= REACH * REACH then if e.attackT <= 0 then e.attackT = 0.8 npc.facing = faceToward(npc, p.cellX, p.cellY) Horde.damage() end end end if not Horde.playing() then return end -- the crowd that followed the player through a door, arriving if s.followQueue > 0 then s.spawnGap = s.spawnGap - dt if s.spawnGap <= 0 and #s.mobs < CAP then s.spawnGap = FOLLOW_INTERVAL local cells = spawnCells(state.map, 2, 9, 8) local cell = cells[1] if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then s.followQueue = s.followQueue - 1 else s.followQueue = s.followQueue - 1 -- nowhere to put them; let it go end end return end -- the wave itself if s.waveRemaining > 0 then s.spawnGap = s.spawnGap - dt if s.spawnGap <= 0 and #s.mobs < CAP then s.spawnGap = SPAWN_INTERVAL local cells = spawnCells(state.map, 7, 18, 10) if #cells == 0 then cells = spawnCells(state.map, 3, 30, 10) end local cell = cells[1] if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then s.waveRemaining = s.waveRemaining - 1 else s.spawnGap = 1.5 -- no room right now; try again shortly end end elseif #s.mobs == 0 then s.waveGap = s.waveGap + dt if s.waveGap == dt then Horde.addScore(waveBonus(s.wave)) Horde.banner(("WAVE %d CLEAR"):format(s.wave), 1.8) end if s.waveGap >= WAVE_GAP then s.waveGap = 0 HordeMobs.nextWave(G) end end end -- ------- the door -- -- map.entered fires after setMap has rebuilt the world, which means every -- mob instance from the old map is already gone. What is left to do is -- take our defs off the old map (or they respawn if the player ever comes -- back), remember how many were chasing, and let update() walk them in. function HordeMobs.onMapEntered(payload) local s = Horde.session if not s then return end local G = require("src.core.Game") local state = G.overworld if not (state and state.map) then return end local newId = state.map.id local following = 0 for _, e in ipairs(s.mobs) do if e.mapId ~= newId and not e.local_ then following = following + 1 end end -- the old map's records, and any instance the pool kept for mapId, indices in pairs(s.spawned) do if mapId ~= newId then scrubMap(G, mapId, indices) s.spawned[mapId] = nil end end for i = #s.mobs, 1, -1 do if s.mobs[i].mapId ~= newId then table.remove(s.mobs, i) end end field.mapId = nil s.followQueue = math.max(s.followQueue, following) s.spawnGap = math.min(s.spawnGap, 0.4) HordeMobs.convertLocals(state) end -- ------- the end -- -- Every def this mode wrote, off every map it wrote one to. The live -- instances go too, though the restore's own warp would have taken them: -- cleanup has to leave a consistent world even when it is called from a -- path that never warps. function HordeMobs.cleanup(G) G = G or require("src.core.Game") local s = Horde.session local state = G.overworld if s then for _, e in ipairs(s.mobs) do if state and not e.local_ then dropNpc(state, e.id) end end for mapId, indices in pairs(s.spawned) do scrubMap(G, mapId, indices) end s.mobs, s.spawned = {}, {} s.followQueue, s.waveRemaining = 0, 0 else -- a session that vanished under us (a reload mid-mode): sweep every -- map for this mode's marker rather than leaving actors behind for mapId in pairs((G.data and G.data.maps) or {}) do scrubMap(G, mapId, nil) end end field.mapId, field.dist, field.at = nil, nil, nil end -- named for the suite, down here because the walk is defined above it HordeMobs._stepMob = stepMob return HordeMobs