Mine rescue fixes (#1266):

- Three wind generators instead of one
- All players get tools
shapetextures
Clonkonaut 2015-10-11 16:22:25 +02:00
parent b9bb89945a
commit ecdb0ed57f
1 changed files with 27 additions and 14 deletions

View File

@ -15,19 +15,18 @@ func DoInit(int first_player)
elevator->CreateShaft(240);
elevator->SetOwner(first_player);
elevator.case->SetPosition(elevator.case->GetX(), elevator.case->GetY()+190);
// Create the start buildings: 2 x flag, windmill, armory, cabin
CreateObjectAbove(Flagpole, 193*8, 43*8, first_player);
CreateObjectAbove(Flagpole, 221*8, 46*8, first_player);
CreateObjectAbove(WoodenCabin, 228*8, 47*8, first_player);
CreateObjectAbove(Armory, 212*8, 47*8, first_player);
CreateObjectAbove(WindGenerator, 197*8, 44*8, first_player);
// Create start material: Hammer, shovel, axe
var clonk1 = GetCrew(first_player, 0);
var clonk2 = GetCrew(first_player, 1);
clonk1->CreateContents(Shovel);
clonk1->CreateContents(Hammer);
clonk2->CreateContents(Shovel);
clonk2->CreateContents(Axe);
// Clear trees at the starting base
var trees = FindObjects(Find_InRect(180*8, 30*8, 50*8, 20*8), Find_Func("IsTree"));
for (var tree in trees)
tree->RemoveObject();
// Create the start buildings: 2 x flag, 3x wind generator, armory, cabin
CreateConstruction(Flagpole, 193*8, 43*8, first_player, 100, false);
CreateConstruction(Flagpole, 221*8, 46*8, first_player, 100, false);
CreateConstruction(WoodenCabin, 228*8, 46*8, first_player, 100, true);
CreateConstruction(Armory, 212*8, 46*8, first_player, 100, true);
CreateConstruction(WindGenerator, 197*8, 44*8, first_player, 100, true);
CreateConstruction(WindGenerator, 200*8, 44*8, first_player, 100, true);
CreateConstruction(WindGenerator, 203*8, 45*8, first_player, 100, true);
// Earth objects
for(var i = 0; i < 70; ++i)
@ -39,6 +38,8 @@ func DoInit(int first_player)
CreateObjectAbove(stuff[Random(GetLength(stuff))], location.x, location.y);
}
}
// Other environment stuff
Zaphive->Place();
return true;
}
@ -49,7 +50,19 @@ func InitializePlayer(int plr)
if (GetPlayerType(plr)!=C4PT_User) return;
// Scenario init
if (!g_is_initialized) g_is_initialized = DoInit(plr);
return true;
// Create start material: Hammer, shovel, axe
var clonk1 = GetCrew(plr, 0);
var clonk2 = GetCrew(plr, 1);
if (clonk1)
{
clonk1->CreateContents(Shovel);
clonk1->CreateContents(Hammer);
}
if (clonk2)
{
clonk2->CreateContents(Shovel);
clonk2->CreateContents(Axe);
}
}
func OnGoalsFulfilled()