Objects: Added resource extraction goal

floating-point
Maikel de Vries 2011-02-06 18:25:34 +01:00
parent 1988ec6e8d
commit edbf5519c3
7 changed files with 129 additions and 1 deletions

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@ -0,0 +1,5 @@
[DefCore]
id=Goal_ResourceExtraction
Version=5,0,0,0
Category=C4D_StaticBack|C4D_Goal
Picture=0,0,128,128

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/*--
Resource Extraction
Author: Maikel
Player must extract the resources of the specified type.
TODO: Expand to liquids and digable materials.
--*/
#include Library_Goal
local resource_list; // List of materials to be mined.
protected func Initialize()
{
resource_list = [];
return inherited(...);
}
/*-- Resources --*/
public func SetResource(string resource)
{
var pos = GetLength(resource_list);
resource_list[pos] = resource;
return;
}
/*-- Goal interface --*/
// The goal is fulfilled if all specified resource have been mined.
public func IsFulfilled()
{
for (var i = 0; i < GetLength(resource_list); i++)
{
var mat = resource_list[i];
var mat_cnt = GetMaterialCount(Material(mat));
var blast_ratio = GetMaterialVal("Blast2ObjectRatio", "Material", Material(mat));
// Still solid material to be mined.
if (mat_cnt == -1 || mat_cnt > 3 * blast_ratio / 2)
return false;
var res_id = GetMaterialVal("Blast2Object", "Material", Material(mat));
// Still objects of material to be collected.
if (ObjectCount(Find_ID(res_id)) > 0)
return false;
}
// Goal fulfilled.
return true;
}
// Shows or hides a message window with information.
public func Activate(int plr)
{
// If goal message open -> hide it.
if (GetEffect("GoalMessage", this))
{
CustomMessage("", nil, plr, nil, nil, nil, nil, nil, MSG_HCenter);
RemoveEffect("GoalMessage", this);
return;
}
// Otherwise open a new message.
AddEffect("GoalMessage", this, 100, 0, this);
var portrait_def = Format("%i", GetID());
var message;
if (IsFulfilled())
{
message = "@$MsgGoalFulfilled$";
}
else
{
message = "@$MsgGoalExtraction$";
for (var i = 0; i < GetLength(resource_list); i++)
{
var mat = resource_list[i];
var mat_cnt = GetMaterialCount(Material(mat));
var res_id = GetMaterialVal("Blast2Object", "Material", Material(mat));
var res_cnt = ObjectCount(Find_ID(res_id));
var blast_ratio = GetMaterialVal("Blast2ObjectRatio", "Material", Material(mat));
var add_msg = Format("$MsgGoalResource$", res_id, (mat_cnt - blast_ratio / 2) / blast_ratio, res_cnt);
message = Format("%s%s", message, add_msg);
}
}
CustomMessage(message, nil, plr, 0, 16 + 64, 0xffffff, GUI_MenuDeco, portrait_def, MSG_HCenter);
return;
}
protected func FxGoalMessageStart() {}
public func GetShortDescription(int plr)
{
// Show resource image with total resource count.
var msg = "";
for (var i = 0; i < GetLength(resource_list); i++)
{
var mat = resource_list[i];
var mat_cnt = GetMaterialCount(Material(mat));
var res_id = GetMaterialVal("Blast2Object", "Material", Material(mat));
var res_cnt = ObjectCount(Find_ID(res_id));
var blast_ratio = GetMaterialVal("Blast2ObjectRatio", "Material", Material(mat));
msg = Format("%s{{%i}}: %d ", msg, res_id, (mat_cnt - blast_ratio / 2) / blast_ratio + res_cnt);
}
return msg;
}
/*-- Proplist --*/
local Name = "$Name$";

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Name=Resource extraction
#Goal window
MsgGoalFulfilled=Congratulations, all resources have been successfully extracted.
MsgGoalExtraction=Successful completion of this goal includes the extraction of the following resources:
MsgGoalResource=|{{%i}} %d units of solid material and %d chunks.

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Name=Resource extraction
#Goal window
MsgGoalFulfilled=Congratulations, all resources have been successfully extracted.
MsgGoalExtraction=Successful completion of this goal includes the extraction of the following resources:
MsgGoalResource=|{{%i}} %d units of solid material and %d chunks.

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@ -15,7 +15,7 @@ overlay Mat {
// Fills the specified region with some random materials.
overlay MatFiller {
overlay { mat=Earth; tex=earth; loosebounds=1; };
Mat { mat=Granite; tex=gold; a=25; };
Mat { mat=Granite; tex=granite; a=25; };
Mat { mat=Ore; tex= ore; a=20; };
Mat { mat=Tunnel; tex=tunnel; a=20; };
Mat { mat=Rock; tex=rock; a=20; };

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@ -7,6 +7,10 @@
protected func Initialize()
{
// Goal: Resource extraction, set to gold mining.
var goal = CreateObject(Goal_ResourceExtraction);
goal->SetResource("Gold");
goal->SetResource("Ore");
DoEnvironment();
}