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micro_world.lua
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micro_world.lua
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local MicroWorld = class()
local game_master_lib = require 'stonehearth.lib.game_master.game_master_lib'
local entity_forms_lib = require 'stonehearth.lib.entity_forms.entity_forms_lib'
local Point2 = _radiant.csg.Point2
local Point3 = _radiant.csg.Point3
local Cube3 = _radiant.csg.Cube3
local Region3 = _radiant.csg.Region3
local log = radiant.log.create_logger('microworld')
function MicroWorld:__init(size, height)
self._nextTime = 1
self._running = false
self._session = {
player_id = 'player_1',
}
if not size then
size = 32
end
self._size = size
self._height = height
end
function MicroWorld:get_session()
return self._session
end
function MicroWorld:create_world(kingdom, biome)
local session = self:get_session()
if not kingdom then
kingdom = 'stonehearth:kingdoms:ascendancy'
end
stonehearth.world_generation:create_empty_world(biome)
stonehearth.player:add_player(session.player_id)
stonehearth.player:add_kingdom(session.player_id, kingdom)
stonehearth.terrain:set_fow_enabled(session.player_id, false)
local height = 10
if self._height then
height = self._height
end
assert(self._size % 2 == 0)
local half_size = self._size / 2
local block_types = radiant.terrain.get_block_types()
local region3 = Region3()
region3:add_cube(Cube3(Point3(0, -2, 0), Point3(self._size, 0, self._size), block_types.bedrock))
region3:add_cube(Cube3(Point3(0, 0, 0), Point3(self._size, height-1, self._size), block_types.soil_dark))
region3:add_cube(Cube3(Point3(0, height-1, 0), Point3(self._size, height, self._size), block_types.grass))
region3 = region3:translated(Point3(-half_size, 0, -half_size))
radiant.terrain.get_terrain_component():add_tile(region3)
stonehearth.weather:set_weather_override('stonehearth:weather:test')
stonehearth.hydrology:start()
stonehearth.mining:start()
end
function MicroWorld:at(time, fn)
return radiant.set_realtime_timer("MicroWorld at", time, fn)
end
function MicroWorld:place_tree(x, z)
return self:place_item('stonehearth:trees:oak:small', x, z)
end
function MicroWorld:place_item(uri, x, z, player_id, options)
local entity = radiant.entities.create_entity(uri, {owner = player_id})
entity = radiant.terrain.place_entity(entity, Point3(x, 1, z), options)
if player_id then
local inventory = stonehearth.inventory:get_inventory(player_id)
if inventory and not inventory:contains_item(entity) then
inventory:add_item(entity)
end
end
return entity
end
function MicroWorld:place_item_cluster(uri, x, z, w, h, player_id)
w = w and w or 3
h = h and h or 3
for i = x, x+w-1 do
for j = z, z+h-1 do
self:place_item(uri, i, j, player_id)
end
end
end
function MicroWorld:place_item_list(uri_list, x, z, x_offset, z_offset, player_id, options)
for num, uri in pairs(uri_list) do
if uri ~= '' then
local entity = radiant.entities.create_entity(uri, {owner = player_id})
entity = radiant.terrain.place_entity(entity, Point3(x+num*x_offset, 1, z+num*z_offset), options)
if player_id then
local inventory = stonehearth.inventory:get_inventory(player_id)
if inventory and not inventory:contains_item(entity) then
inventory:add_item(entity)
end
end
end
end
end
function MicroWorld:place_filled_container(uri, x, y, player_id, container_uri)
container_uri = container_uri or 'stonehearth:containers:stone_chest'
local container = self:place_item(container_uri, x, y, player_id, { force_iconic = false })
self:fill_storage(container, uri)
end
function MicroWorld:place_citizen(x, z, job, gender, options)
job = job or 'stonehearth:jobs:worker'
options = options or {suppress_traits=true} -- Without traits is the default in MicroWorld
local pop = stonehearth.population:get_population('player_1')
local citizen = pop:create_new_citizen(nil, gender, options)
if not string.find(job, ':') and not string.find(job, '/') then
-- as a convenience for autotest writers, stick the stonehearth:job on
-- there if they didn't put it there to begin with
job = 'stonehearth:jobs:' .. job
end
local job_component = citizen:add_component('stonehearth:job')
local path = job_component:get_job_description_path(job)
local job_json = radiant.resources.load_json(path, true)
-- place them facing the camera
radiant.terrain.place_entity(citizen, Point3(x, 1, z), { facing = 180 })
if job_json.parent_level_requirement then
job_component:promote_to(job_json.parent_job, { skip_visual_effects = true })
self:level_up_citizen(citizen, job_json.parent_level_requirement)
end
job_component:promote_to(job, { skip_visual_effects = true })
if options.clear_traits and citizen:get_component('stonehearth:traits') then
citizen:get_component('stonehearth:traits'):clear_all_traits()
end
return citizen
end
-- creates a new block.
-- `coordinates`is a table either containing two Point3 (or tables with x/y/z members) called
-- - `min` and `max` if you wish to define it in a min/max coordinate style
-- - `center` and `dimension` if you wish to have a centered block
-- - `base` and `dimension` if you wish to have a centered block on top of `base`
-- `block_type` is the name of the block type to be created
-- (as pulled from `radiant.terrain.get_block_types()`)
function MicroWorld:create_terrain(coordinates, block_type)
local region3 = Region3()
local min, max
-- Make sure that all the coordinates are Point3s
for k, v in pairs(coordinates) do
if not radiant.util.is_a(v, Point3) and radiant.util.is_a(v, 'table') then
coordinates[k] = Point3(v.x, v.y, v.z)
end
end
-- does coordinates contain min/max?
if coordinates.min ~= nil and coordinates.max ~= nil then
min, max = coordinates.min, coordinates.max
elseif coordinates.dimension ~= nil then
local dimension_half = coordinates.dimension / 2
if coordinates.center ~= nil then
min = coordinates.center - Point3(math.floor(dimension_half.x), math.floor(dimension_half.y), math.floor(dimension_half.z))
max = coordinates.center + Point3(math.ceil(dimension_half.x), math.ceil(dimension_half.y), math.ceil(dimension_half.z))
elseif coordinates.base ~= nil then
min = Point3(
coordinates.base.x - math.floor(dimension_half.x),
coordinates.base.y,
coordinates.base.z - math.floor(dimension_half.z)
)
max = Point3(
coordinates.base.x + math.ceil(dimension_half.x),
coordinates.base.y + coordinates.dimension.y,
coordinates.base.z + math.ceil(dimension_half.z)
)
else
error('cannot determine coordinates of block (invalid coordinates passed)')
end
else
error('cannot determine coordinates of block (invalid coordinates passed)')
end
local block_types = radiant.terrain.get_block_types()
region3:add_cube(Cube3(min, max, block_types[block_type]))
radiant._root_entity:add_component('terrain'):add_tile(region3)
end
-- places the town banner for the local player at `x`, `z`
function MicroWorld:place_town_banner(x, z, player_id)
local banner = self:place_item('stonehearth:camp_standard', x, z, player_id, { force_iconic = false })
stonehearth.town:get_town(player_id):set_banner(banner)
return banner
end
-- creates a workbench for `citizen` at (`x`/`z`)
function MicroWorld:create_workbench(citizen, x, z)
-- Get the job component
local job_component = citizen:get_component('stonehearth:job')
if not job_component then
error('citizen has no stonehearth:job component! (did you forget the promotion?)', 2)
end
-- Get the crafter component
local crafter_component = citizen:get_component('stonehearth:crafter')
if not crafter_component then
error('citizen has no stonehearth:crafter component!', 2)
end
-- Create the workshop, pulling the entity ref from the job's definition
local job_definition = radiant.resources.load_json(job_component:get_job_uri())
local player_id = self:get_session().player_id
local workbench = self:place_item(job_definition.workshop.workbench_type, x, z, player_id, { force_iconic = false })
-- Link worker and crafter together
local workshop_component = workbench:get_component('stonehearth:workshop')
if not workshop_component then
error('workbench has no stonehearth:workshop component!', 2)
end
crafter_component:set_current_workshop(workshop_component)
return workbench
end
-- Spawns monsters at the specified x,z location
-- Uses tuning data file or info similar to that in encounter files
-- to modify monster
-- ex. spawn_monster(0, 0, 'goblins', 'stonehearth:monster_tuning:goblins:marauder') or
-- info = {
-- from_population = {
-- role = 'wolf',
-- min = 1,
-- max = 1
-- },
-- equipment = {
-- weapon = {
-- 'stonehearth:weapons:stone_maul'
-- },
-- abilities = 'stonehearth:abilities:wolf_rider_abilities'
-- }
-- }
function MicroWorld:spawn_monster(x, z, npc_player_id, info, role)
local origin = Point3(x, 10, z)
local monster_info = type(info) == 'table' and info or
{
tuning = info,
from_population = {
location = origin,
role = role or 'default'
}
}
if info.from_population then
monster_info.from_population = info.from_population
monster_info.from_population.location = origin
end
local population = stonehearth.population:get_population(npc_player_id)
radiant.assert(population, 'population %s does not exist!', npc_player_id)
local members = game_master_lib.create_citizens(population, monster_info, origin, { player_id = npc_player_id })
if #members == 1 then
return members[1]
end
return members
end
function MicroWorld:create_enemy_party(player_id, enemies)
local party_entity = stonehearth.unit_control:get_controller(player_id):create_party()
local party_component = party_entity:get_component('stonehearth:party')
local citizens = type(enemies) == 'table' and enemies or { enemies }
for _, citizen in pairs(citizens) do
party_component:add_member(citizen)
end
return party_entity
end
function MicroWorld:place_stockpile_cmd(player_id, x, z, w, h)
w = w and w or 3
h = h and h or 3
local location = Point3(x, 1, z)
local size = Point2( w, h )
local inventory = stonehearth.inventory:get_inventory(player_id)
return inventory:create_stockpile(location, size)
end
function MicroWorld:add_to_storage(entity, item_uri)
local storage = entity:get_component('stonehearth:storage')
local item = radiant.entities.create_entity(item_uri, {owner = entity})
local root, iconic = entity_forms_lib.get_forms(item)
if iconic then
storage:add_item(iconic)
else
storage:add_item(item)
end
end
function MicroWorld:fill_storage(entity, item_uri)
--Fill entire storage with items
local num = entity:get_component('stonehearth:storage'):get_capacity()
for i=1, num do
self:add_to_storage(entity, item_uri)
end
end
function MicroWorld:add_cube_to_terrain(x, z, width, length, height, tag)
local y = radiant.terrain.get_point_on_terrain(Point3(x, 0, z)).y
local cube = Cube3(
Point3(x, y, z),
Point3(x + width, y + height, z + length),
tag
)
radiant.terrain.add_cube(cube)
return cube
end
function MicroWorld:remove_cube_from_terrain(x, z, width, length, depth)
local y = radiant.terrain.get_point_on_terrain(Point3(x, 0, z)).y
local cube = Cube3(
Point3(x, y - depth, z),
Point3(x + width, y, z + length)
)
radiant.terrain.subtract_cube(cube)
return cube
end
-- Create a settlement (with town banner) with the specified number of citizens, spawned in a spiral shape around the origin
-- @param options - a number specifying how many workers to spawn OR
-- a map with the citizen class and how many of that class to spawn and/or desired attributes
-- ex: {
-- footman = 10,
-- shepherd = { num = 1, attributes = { body = 1, spirit = 1}},
-- carpenter = 1
-- }
-- @param origin - origin x and z coordinates around which to spawn the hearthlings
-- @param spacing - how far each hearthling should spawn from each other
function MicroWorld:create_settlement(options, x, z, spacing)
local player_id = self:get_session().player_id
local town = stonehearth.town:get_town(player_id)
local inventory = stonehearth.inventory:get_inventory(player_id)
local standard, standard_ghost = stonehearth.player:get_kingdom_banner_style(player_id)
if not standard then
standard = 'stonehearth:camp_standard'
end
local banner = radiant.entities.create_entity(standard, { owner = player_id })
radiant.terrain.place_entity(banner, Point3(8, 1, 8), { force_iconic = false })
inventory:add_item(banner)
town:set_banner(banner)
local hearth_entity = radiant.entities.create_entity('stonehearth:decoration:firepit_hearth', { owner = player_id })
radiant.terrain.place_entity(hearth_entity, Point3(8, 1, 5), { force_iconic = false })
inventory:add_item(hearth_entity)
town:set_hearth(hearth_entity)
local dx = spacing or 3
local dy = 0
local segment_length = 1
local segment_progress = 0
local function new_point(x, y)
local new_x, new_y = x + dx, y + dy
segment_progress = segment_progress + 1
if segment_progress == segment_length then
segment_progress = 0
dx, dy = -dy, dx
if dy == 0 then
segment_length = segment_length + 1
end
end
return new_x, new_y
end
local x = x or 0
local y = z or 0
assert(options, 'no options specified for create settlement!')
local citizens = {}
if type(options) == 'table' then
for class_name, info in pairs(options) do
local num = info
local attributes, level, levels_array, gender, opts
if type(info) == 'table' then
num = info.num
attributes = info.attributes
level = info.level
levels_array = info.levels
gender = info.gender
opts = info.options
end
for i=1, num do
local citizen = self:place_citizen(x, y, class_name, gender, opts)
if attributes then
for attr, value in pairs(attributes) do
radiant.entities.set_attribute(citizen, attr, value)
end
end
if levels_array and levels_array[i] then
self:level_up_citizen(citizen, levels_array[i])
elseif level then
self:level_up_citizen(citizen, level)
end
table.insert(citizens, citizen)
x, y = new_point(x, y)
end
end
else
for i=1, options do
local citizen = self:place_citizen(x, y)
table.insert(citizens, citizen)
x, y = new_point(x, y)
end
end
local town = stonehearth.town:get_town(player_id)
if town then
town:check_for_combat_job_presence()
end
return citizens
end
function MicroWorld:level_up_citizen(entity, level)
local job_component = entity:get_component('stonehearth:job')
for i=1, level do
job_component:level_up(true)
end
end
-- Add gold so net worth is equivalent to what is needed to get to the current population size,
-- in order to get the correct raids (which are gated on net worth)
function MicroWorld:set_appropriate_net_worth(player_id)
local population = stonehearth.population:get_population(player_id)
local num_citizens = population:get_citizen_count()
local req_net_worth = math.max(math.max((num_citizens - 6), 0.5) * 550 , (num_citizens ^ 2 - 18 * num_citizens) * 100)
local score_data = stonehearth.score:get_scores_for_player(player_id):get_score_data()
local net_worth = score_data and score_data.total_scores:get('net_worth') or 0
if net_worth then
req_net_worth = req_net_worth - net_worth
end
if req_net_worth > 0 then
local inventory = stonehearth.inventory:get_inventory(player_id)
if inventory ~= nil then
inventory:add_gold(req_net_worth)
end
else
-- if net_worth too high, manually force it to the citizen req net worth
score_data.total_scores:add('net_worth', req_net_worth + net_worth)
end
end
--Place all the equipment in all the relevant mods in the test world
function MicroWorld:place_all_entities_passing_filter(player_id, x, z, filter_fn)
local all_entities = stonehearth.catalog:get_all_entity_uris()
local x = x
local z = z
for uri in pairs(all_entities) do
if filter_fn(uri) then
for i = 1, 4 do
-- place the entity into the world
self:place_item(uri, x, z, player_id)
x = (x + 1) % 8
if x == 0 then
z = z + 1
end
end
end
end
end
local alias_is_equipment = function(uri)
local json = radiant.resources.load_json(uri)
if json['components'] ~= nil and
json['components']['stonehearth:equipment_piece'] ~= nil and
json['components']['stonehearth:equipment_piece'].roles ~= nil then
return true
end
return false
end
--Place all the equipment in all the relevant mods in the test world
function MicroWorld:place_all_combat_equipment(player_id, x, z)
self:place_all_entities_passing_filter(player_id, x, z, alias_is_equipment)
end
-- Create resource piles that restock themselves
function MicroWorld:create_resource_stockpiles(player_id)
local inventory = stonehearth.inventory:get_inventory('player_1')
local food_stockpile = inventory:create_stockpile(Point3(-10, 1, 20), Point2(4, 4))
self:place_item_cluster('stonehearth:food:berries:berry_basket', -10, 20, 4, 4, 'player_1')
local storage_component = food_stockpile:get_component('stonehearth:storage')
storage_component:set_filter({ "food_container", "prepared_food", "cooking_ingredient", "drink" })
inventory:create_stockpile(Point3(20, 1, 10), Point2(4, 4))
self:place_item_cluster('stonehearth:consumables:healing_tonic:small', 20, 10, 4, 4, 'player_1')
inventory:create_stockpile(Point3(13, 1, 20), Point2(4, 4))
self:place_item_cluster('stonehearth:consumables:coarse_bandage', 13, 20, 4, 4, 'player_1')
local function restock_items()
local inventory = stonehearth.inventory:get_inventory('player_1')
if not inventory:get_items_of_type('stonehearth:food:berries:berry_basket') then
self:place_item_cluster('stonehearth:food:berries:berry_basket', -10, 20, 4, 4, 'player_1')
end
if not inventory:get_items_of_type('stonehearth:consumables:healing_tonic:small') then
self:place_item_cluster('stonehearth:consumables:healing_tonic:small', 20, 10, 2, 2, 'player_1')
end
if not inventory:get_items_of_type('stonehearth:consumables:coarse_bandage') then
self:place_item_cluster('stonehearth:consumables:coarse_bandage', 13, 20, 2, 2, 'player_1')
end
end
-- check whether we need to restock every 5 hours
local timer = stonehearth.calendar:set_interval("item restock timer", '5h', restock_items)
end
return MicroWorld