forked from Mirrors/openclonk
parent
06cd643d15
commit
3d1caffcf6
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@ -1,46 +1,46 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>CanInsertMaterial</title>
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<category>Landscape</category>
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<subcat>Material</subcat>
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<version>5.4 OC</version>
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<syntax>
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<rtype>bool</rtype>
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<params>
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<param>
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<type>int</type>
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<name>material_index</name>
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<desc>Material to test to be inserted (see <funclink>Material</funclink>()).</desc>
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</param>
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<param>
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<type>int</type>
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<name>x</name>
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<desc>X insert position or offset</desc>
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<optional />
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</param>
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<param>
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<type>int</type>
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<name>y</name>
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<desc>Y insert position or offset</desc>
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<optional />
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</param>
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<param>
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<type>proplist</type>
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<name>out_insertpos</name>
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<desc>If a writeable proplist is passed, members x and y are filled with the position at which the material would be inserted.</desc>
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<optional />
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</param>
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</params>
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</syntax>
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<desc>Tests if a material pixel at the given position can be inserted.</desc>
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<remark>If the target position already contains material of the same density as the inserted material, the engine will search upwards for a proper insertion position.</remark>
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<related>
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<funclink>Material</funclink>
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</related>
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</func>
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<author>Sven2</author><date>2001-11</date>
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</funcs>
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>CanInsertMaterial</title>
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<category>Landscape</category>
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<subcat>Material</subcat>
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<version>5.4 OC</version>
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<syntax>
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<rtype>bool</rtype>
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<params>
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<param>
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<type>int</type>
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<name>material_index</name>
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<desc>Material to test to be inserted (see <funclink>Material</funclink>()).</desc>
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</param>
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<param>
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<type>int</type>
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<name>x</name>
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<desc>X insert position or offset</desc>
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<optional />
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</param>
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<param>
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<type>int</type>
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<name>y</name>
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<desc>Y insert position or offset</desc>
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<optional />
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</param>
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<param>
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<type>proplist</type>
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<name>out_insertpos</name>
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<desc>If a writeable proplist is passed, members x and y are filled with the position at which the material would be inserted.</desc>
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<optional />
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</param>
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</params>
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</syntax>
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<desc>Tests if a material pixel at the given position can be inserted.</desc>
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<remark>If the target position already contains material of the same density as the inserted material, the engine will search upwards for a proper insertion position.</remark>
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<related>
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<funclink>Material</funclink>
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</related>
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</func>
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<author>Sven2</author><date>2001-11</date>
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</funcs>
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@ -1,215 +1,215 @@
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#include AI
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public func SetEnemyData(object clonk, proplist data)
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{
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var fx = clonk->~GetAI();
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if (fx)
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{
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if (data.Siege)
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fx.is_siege = true;
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return true;
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}
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return false;
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}
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public func FindTarget(effect fx)
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{
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// Attack doors and statue unless an enemy clonk is closer than these objectives
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var objective;
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if (g_doorleft && fx.Target->GetX() <= g_doorleft->GetX() + 5)
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objective = g_doorleft.dummy_target;
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else if (g_doorright && fx.Target->GetX() >= g_doorright->GetX()-5)
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objective = g_doorright.dummy_target;
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else
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objective = g_statue;
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var target = inherited(fx, ...);
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if (objective)
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if (fx.is_siege || !target || fx.Target->ObjectDistance(target) > fx.Target->ObjectDistance(objective))
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target = objective;
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return target;
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}
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private func CheckVehicleAmmo(effect fx, object catapult)
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{
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// Ammo is auto-refilled
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return true;
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}
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private func ExecuteBomber(effect fx)
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{
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// Still carrying the bomb?
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if (fx.weapon->Contained() != fx.Target)
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{
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fx.weapon=nil;
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return false;
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}
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// Are we in range?
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if (fx.Target->ObjectDistance(fx.target) < 20)
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{
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// Suicide!
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fx.weapon->GoBoom();
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fx.Target->Kill();
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}
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else
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{
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// Not in range. Walk there.
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if (!fx.Target->GetCommand() || !Random(10))
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fx.Target->SetCommand("MoveTo", fx.target);
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}
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return true;
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}
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func Execute(effect fx, int time)
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{
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// Execution: No defensive AI. All enemies move towards target
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var target = fx.target ?? g_statue;
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if (!Random(10) && target)
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{
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var tx = target->GetX();
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if (Abs(tx-fx.Target->GetX())>30)
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{
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fx.Target->SetCommand("MoveTo", nil, BoundBy(fx.Target->GetX(), tx - 30, tx + 30), target->GetY());
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return true;
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}
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}
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return inherited(fx, time, ...);
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}
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func ExecuteIdle(effect fx)
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{
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// Idle execution overridden by Execute
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return true;
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}
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//======================================================================
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/* Enemy creation */
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func Departure_WeaponRespawn(object container)
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{
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// Weapon used? Schedule to respawn a new one!
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if (container->GetAlive() || container->GetID()==Catapult) container->ScheduleCall(container, CustomAI.DoWeaponRespawn, 5, 1, GetID());
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this.Departure = nil;
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}
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func DoWeaponRespawn(id_weapon)
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{
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if (GetAlive() || GetID()==Catapult)
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{
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var re_weapon = CreateContents(id_weapon);
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if (re_weapon) re_weapon.Departure = CustomAI.Departure_WeaponRespawn;
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return re_weapon;
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}
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}
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func Inventory_GetCarryTransform()
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{
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if (GetID().GetCarryTransform)
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return Trans_Mul(Call(GetID().GetCarryTransform, ...), this.ExtraTransform);
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else
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return this.ExtraTransform;
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}
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func LaunchEnemy(proplist enemy, int xmin, int xrange, int y)
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{
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// Create enemy (usually a Clonk)
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var x = xmin+Random(xrange);
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var obj = CreateObjectAbove(enemy.Type ?? Clonk, x,y, ENEMY), clonk;
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if (!obj) return nil;
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obj->SetController(ENEMY);
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obj->MakeCrewMember(ENEMY);
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// Enemy visuals
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if (enemy.Skin)
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{
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if (GetType(enemy.Skin) == C4V_Array)
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{
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obj->SetSkin(enemy.Skin[0]);
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obj->SetMeshMaterial(enemy.Skin[1]);
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}
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else
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obj->SetSkin(enemy.Skin);
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}
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if (GetType(enemy.Backpack)) obj->~RemoveBackpack();
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if (enemy.Scale) obj->SetMeshTransformation(Trans_Scale(enemy.Scale[0], enemy.Scale[1], enemy.Scale[2]), CLONK_MESH_TRANSFORM_SLOT_Scale);
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if (enemy.Name) obj->SetName(enemy.Name);
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obj->SetColor(enemy.Color);
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// Physical properties
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obj.MaxEnergy = (enemy.Energy ?? 50) * 1000;
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obj->DoEnergy(10000);
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if (enemy.Speed)
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{
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// Speed: Modify Speed in all ActMap entries
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if (obj.ActMap == obj.Prototype.ActMap) obj.ActMap = new obj.ActMap {};
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for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
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{
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if (action == "Prototype") continue;
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if (obj.ActMap[action] == obj.Prototype.ActMap[action]) obj.ActMap[action] = new obj.ActMap[action] {};
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obj.ActMap[action].Speed = obj.ActMap[action].Speed * enemy.Speed / 100;
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}
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obj.JumpSpeed = obj.JumpSpeed * enemy.Speed / 100;
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obj.FlySpeed = obj.FlySpeed * enemy.Speed / 100;
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}
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obj.MaxContentsCount = 1;
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// Reward for killing enemy
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obj.Bounty = enemy.Bounty;
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// Vehicles
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var vehicle;
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if (enemy.Vehicle)
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{
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vehicle = CreateObjectAbove(enemy.Vehicle, x,y);
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obj->SetAction("Push", vehicle);
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}
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// Enemy inventory
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if (enemy.Inventory) for (var inv in ForceVal2Array(enemy.Inventory))
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{
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var inv_type = inv.InvType;
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if (!inv_type) inv_type = inv;
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var inv_obj = obj->CreateContents(inv_type);
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if (inv_obj)
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{
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// Marker for custom weapon behaviour
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inv_obj.IsAIWeapon = true;
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// Infinite ammo
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inv_obj->~SetInfiniteStackCount();
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if (GetIndexOf(g_respawning_weapons, inv_type) >= 0) inv_obj.Departure = CustomAI.Departure_WeaponRespawn;
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// Extra settings?
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if (inv.InvType)
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{
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// Visuals
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if (inv.Scale) { inv_obj.GetCarryTransform = CustomAI.Inventory_GetCarryTransform; inv_obj.ExtraTransform = Trans_Scale(inv.Scale, inv.Scale, inv.Scale); }
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if (inv.Material) inv_obj->SetMeshMaterial(inv.Material);
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// Strength
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if (inv.Strength) inv_obj->SetStrength(inv.Strength);
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}
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}
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}
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// Flying AI
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if (obj->~HasNoNeedForAI())
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{
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// Flying enemies all init themselves to fly at the statue at the moment
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}
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else
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{
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// Init AI: Run towards statue
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CustomAI->AddAI(obj);
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CustomAI->SetMaxAggroDistance(obj, LandscapeWidth());
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var fx = obj.ai;
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if (fx) fx.vehicle = vehicle;
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if (g_statue)
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{
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CustomAI->SetHome(obj, g_statue->GetX(), g_statue->GetY(), Random(2));
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CustomAI->SetGuardRange(obj, 0,0,LandscapeWidth(),LandscapeHeight()); // nowhere to run!
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CustomAI->SetEnemyData(obj, enemy);
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// CustomAI->SetGuardRange(obj, g_statue->GetX()-200, g_statue->GetY()-50, 400, 100);
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}
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}
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// Remember this clonk to end wave when all enemies have been killed
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g_spawned_enemies[GetLength(g_spawned_enemies)] = obj;
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return obj;
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}
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// helper: put single elements into array
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//
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global func ForceVal2Array(v) { if (GetType(v) != C4V_Array) return [v]; else return v; }
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#include AI
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public func SetEnemyData(object clonk, proplist data)
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{
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var fx = clonk->~GetAI();
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if (fx)
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{
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if (data.Siege)
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fx.is_siege = true;
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return true;
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}
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return false;
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}
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public func FindTarget(effect fx)
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{
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// Attack doors and statue unless an enemy clonk is closer than these objectives
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var objective;
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if (g_doorleft && fx.Target->GetX() <= g_doorleft->GetX() + 5)
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objective = g_doorleft.dummy_target;
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else if (g_doorright && fx.Target->GetX() >= g_doorright->GetX()-5)
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objective = g_doorright.dummy_target;
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else
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objective = g_statue;
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var target = inherited(fx, ...);
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if (objective)
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if (fx.is_siege || !target || fx.Target->ObjectDistance(target) > fx.Target->ObjectDistance(objective))
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target = objective;
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return target;
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}
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private func CheckVehicleAmmo(effect fx, object catapult)
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{
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// Ammo is auto-refilled
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return true;
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}
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private func ExecuteBomber(effect fx)
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{
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// Still carrying the bomb?
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if (fx.weapon->Contained() != fx.Target)
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{
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fx.weapon=nil;
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return false;
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}
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// Are we in range?
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if (fx.Target->ObjectDistance(fx.target) < 20)
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{
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// Suicide!
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fx.weapon->GoBoom();
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fx.Target->Kill();
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}
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else
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{
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// Not in range. Walk there.
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if (!fx.Target->GetCommand() || !Random(10))
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fx.Target->SetCommand("MoveTo", fx.target);
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}
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return true;
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}
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func Execute(effect fx, int time)
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{
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// Execution: No defensive AI. All enemies move towards target
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var target = fx.target ?? g_statue;
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if (!Random(10) && target)
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{
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var tx = target->GetX();
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if (Abs(tx-fx.Target->GetX())>30)
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{
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fx.Target->SetCommand("MoveTo", nil, BoundBy(fx.Target->GetX(), tx - 30, tx + 30), target->GetY());
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return true;
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}
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}
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return inherited(fx, time, ...);
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}
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func ExecuteIdle(effect fx)
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{
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// Idle execution overridden by Execute
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return true;
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}
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//======================================================================
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/* Enemy creation */
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func Departure_WeaponRespawn(object container)
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{
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// Weapon used? Schedule to respawn a new one!
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if (container->GetAlive() || container->GetID()==Catapult) container->ScheduleCall(container, CustomAI.DoWeaponRespawn, 5, 1, GetID());
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this.Departure = nil;
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}
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func DoWeaponRespawn(id_weapon)
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{
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if (GetAlive() || GetID()==Catapult)
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{
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var re_weapon = CreateContents(id_weapon);
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if (re_weapon) re_weapon.Departure = CustomAI.Departure_WeaponRespawn;
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return re_weapon;
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}
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}
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func Inventory_GetCarryTransform()
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{
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if (GetID().GetCarryTransform)
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return Trans_Mul(Call(GetID().GetCarryTransform, ...), this.ExtraTransform);
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else
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return this.ExtraTransform;
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}
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func LaunchEnemy(proplist enemy, int xmin, int xrange, int y)
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{
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// Create enemy (usually a Clonk)
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var x = xmin+Random(xrange);
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var obj = CreateObjectAbove(enemy.Type ?? Clonk, x,y, ENEMY), clonk;
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if (!obj) return nil;
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obj->SetController(ENEMY);
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obj->MakeCrewMember(ENEMY);
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// Enemy visuals
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if (enemy.Skin)
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{
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if (GetType(enemy.Skin) == C4V_Array)
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{
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obj->SetSkin(enemy.Skin[0]);
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obj->SetMeshMaterial(enemy.Skin[1]);
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}
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else
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obj->SetSkin(enemy.Skin);
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}
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if (GetType(enemy.Backpack)) obj->~RemoveBackpack();
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if (enemy.Scale) obj->SetMeshTransformation(Trans_Scale(enemy.Scale[0], enemy.Scale[1], enemy.Scale[2]), CLONK_MESH_TRANSFORM_SLOT_Scale);
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if (enemy.Name) obj->SetName(enemy.Name);
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obj->SetColor(enemy.Color);
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// Physical properties
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obj.MaxEnergy = (enemy.Energy ?? 50) * 1000;
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obj->DoEnergy(10000);
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if (enemy.Speed)
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{
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// Speed: Modify Speed in all ActMap entries
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if (obj.ActMap == obj.Prototype.ActMap) obj.ActMap = new obj.ActMap {};
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for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
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{
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if (action == "Prototype") continue;
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if (obj.ActMap[action] == obj.Prototype.ActMap[action]) obj.ActMap[action] = new obj.ActMap[action] {};
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obj.ActMap[action].Speed = obj.ActMap[action].Speed * enemy.Speed / 100;
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}
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obj.JumpSpeed = obj.JumpSpeed * enemy.Speed / 100;
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obj.FlySpeed = obj.FlySpeed * enemy.Speed / 100;
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}
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obj.MaxContentsCount = 1;
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// Reward for killing enemy
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obj.Bounty = enemy.Bounty;
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// Vehicles
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var vehicle;
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if (enemy.Vehicle)
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{
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vehicle = CreateObjectAbove(enemy.Vehicle, x,y);
|
||||
obj->SetAction("Push", vehicle);
|
||||
}
|
||||
// Enemy inventory
|
||||
if (enemy.Inventory) for (var inv in ForceVal2Array(enemy.Inventory))
|
||||
{
|
||||
var inv_type = inv.InvType;
|
||||
if (!inv_type) inv_type = inv;
|
||||
var inv_obj = obj->CreateContents(inv_type);
|
||||
if (inv_obj)
|
||||
{
|
||||
// Marker for custom weapon behaviour
|
||||
inv_obj.IsAIWeapon = true;
|
||||
// Infinite ammo
|
||||
inv_obj->~SetInfiniteStackCount();
|
||||
if (GetIndexOf(g_respawning_weapons, inv_type) >= 0) inv_obj.Departure = CustomAI.Departure_WeaponRespawn;
|
||||
// Extra settings?
|
||||
if (inv.InvType)
|
||||
{
|
||||
// Visuals
|
||||
if (inv.Scale) { inv_obj.GetCarryTransform = CustomAI.Inventory_GetCarryTransform; inv_obj.ExtraTransform = Trans_Scale(inv.Scale, inv.Scale, inv.Scale); }
|
||||
if (inv.Material) inv_obj->SetMeshMaterial(inv.Material);
|
||||
// Strength
|
||||
if (inv.Strength) inv_obj->SetStrength(inv.Strength);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Flying AI
|
||||
if (obj->~HasNoNeedForAI())
|
||||
{
|
||||
// Flying enemies all init themselves to fly at the statue at the moment
|
||||
}
|
||||
else
|
||||
{
|
||||
// Init AI: Run towards statue
|
||||
CustomAI->AddAI(obj);
|
||||
CustomAI->SetMaxAggroDistance(obj, LandscapeWidth());
|
||||
var fx = obj.ai;
|
||||
if (fx) fx.vehicle = vehicle;
|
||||
if (g_statue)
|
||||
{
|
||||
CustomAI->SetHome(obj, g_statue->GetX(), g_statue->GetY(), Random(2));
|
||||
CustomAI->SetGuardRange(obj, 0,0,LandscapeWidth(),LandscapeHeight()); // nowhere to run!
|
||||
CustomAI->SetEnemyData(obj, enemy);
|
||||
// CustomAI->SetGuardRange(obj, g_statue->GetX()-200, g_statue->GetY()-50, 400, 100);
|
||||
}
|
||||
}
|
||||
// Remember this clonk to end wave when all enemies have been killed
|
||||
g_spawned_enemies[GetLength(g_spawned_enemies)] = obj;
|
||||
return obj;
|
||||
}
|
||||
|
||||
// helper: put single elements into array
|
||||
//
|
||||
global func ForceVal2Array(v) { if (GetType(v) != C4V_Array) return [v]; else return v; }
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue