/*-- Hideout Author: Mimmo A capture the flag scenario for two teams, both teams occupy a hideout and must steal the flag from the opposing team. --*/ protected func Initialize() { // Environment CreateObject(Rule_ObjectFade)->DoFadeTime(10 * 36); CreateObject(Environment_Celestial); var time=CreateObject(Environment_Time); time->SetTime(); time->SetCycleSpeed(); FindObject(Find_ID(Moon))->SetPhase(3); FindObject(Find_ID(Moon))->SetCon(150); FindObject(Find_ID(Moon))->SetPosition(LandscapeWidth()/2,150); // Goal: Capture the flag, with bases in both hideouts. var goal = CreateObject(Goal_CaptureTheFlag, 0, 0, NO_OWNER); goal->SetFlagBase(1, 135, 260); goal->SetFlagBase(2, LandscapeWidth() - 135, 260); CreateObject(Rule_KillLogs); var gate = CreateObject(StoneDoor, 345, 230, NO_OWNER); gate->SetClrModulation(RGB(130,190,255)); AddEffect("AutoControl", gate, 100, 3, gate, nil, 1); //wheel = CreateObject(SpinWheel, 320, 460, NO_OWNER); //wheel->SetStoneDoor(gate); var gate = CreateObject(StoneDoor, LandscapeWidth()-345, 230, NO_OWNER); gate->SetClrModulation(RGB(130,190,255)); AddEffect("AutoControl", gate, 100, 3, gate, nil, 2); //wheel = CreateObject(SpinWheel, 280, 580, NO_OWNER); //wheel->SetStoneDoor(gate); // Chests with weapons. var chest; chest = CreateObject(Chest, 60, 220, NO_OWNER); AddEffect("FillBaseChest", chest, 100, 7 * 36,nil,nil,false); chest = CreateObject(Chest, 150, 370, NO_OWNER); AddEffect("FillBaseChest", chest, 100, 7 * 36,nil,nil,true); chest = CreateObject(Chest, LandscapeWidth() - 60, 220, NO_OWNER); AddEffect("FillBaseChest", chest, 100, 7 * 36,nil,nil,false); chest = CreateObject(Chest, LandscapeWidth() - 150, 370, NO_OWNER); AddEffect("FillBaseChest", chest, 100, 7 * 36,nil,nil,true); chest = CreateObject(Chest, LandscapeWidth()/2, 320, NO_OWNER); AddEffect("FillOtherChest", chest, 100, 5 * 36); AddEffect("SnowyWinter", nil, 100, 1); Sound("WindLoop.ogg",true,20,nil,+1); AddEffect("GeysirExplosion", nil, 100, 1); // Brick edges, notice the symmetric landscape. PlaceEdges(); return; } protected func CaptureFlagCount() { return (4 + GetPlayerCount()) / 2; } global func FxGeysirExplosionTimer(object target, effect) { effect.var0++; if(Random(2)) { var x=600+Random(300); var y=250+Random(200); while(GetMaterial(x,y) != Material("Water")) { var x=600+Random(300); var y=250+Random(200); } Bubble(1,x,y); } if(effect.var0>1900 && effect.var0<2030) { for(var i=0; i<(-(1900-effect.var0)); i+=10 ) { var x=600+Random(300); var y=250+Random(200); while(GetMaterial(x,y) != Material("Water")) { var x=600+Random(300); var y=250+Random(200); } Bubble(1,x,y); } } if(effect.var0>2000) { var x=LandscapeWidth()/2; var y=280; while(!GBackLiquid(x,y)) y++; y-=3; for(var i=0; i<(45); i++)InsertMaterial(Material("Water"),x+RandomX(-9,9),y-Random(5),RandomX(-10,10)+RandomX(-5,5)+RandomX(-10,10),-(10+Random(50)+Random(30)+Random(60))); for(var i=0; i<(25); i++)InsertMaterial(Material("Water"),x+RandomX(-16,16),y-Random(5),RandomX(-10,10)+RandomX(-15,15)+RandomX(-20,20),-(10+Random(50))); CreateParticle("Air",x+RandomX(-6,6),y-Random(3),-RandomX(-15,15),RandomX(-86,-2),100+Random(130)); if(effect.var0>2072) effect.var0=0; for(var obj in FindObjects(Find_InRect(x-30,y-200,60,210))) { obj->SetYDir(Max(obj->GetYDir()-15,-50)); } } } global func FxSnowyWinterTimer(object target, effect, int time) { if(time%1200 == 100 ) { var add=RandomX(-2,2); effect.var0=BoundBy(effect.var0+add,1,5); } for(var i=0; i<(effect.var0); i++) { InsertMaterial(Material("Snow"),RandomX(300,LandscapeWidth()-300),1,RandomX(-10,10),10); ExtractLiquid(LandscapeWidth()/2,295); } ExtractLiquid(LandscapeWidth()/2,295); ExtractLiquid(LandscapeWidth()/2,285); ExtractLiquid(340,340); ExtractLiquid(400,340); ExtractLiquid(1100,340); ExtractLiquid(1160,340); if(!Random(3)) for(var obj in FindObjects(Find_Or(Find_InRect(0,-250,300,280),Find_InRect(LandscapeWidth()-300,-250,300,280)))) { obj->~DoEnergy(-1); } for(var dead in FindObjects(Find_ID(Clonk),Find_Not(Find_OCF(OCF_Alive)))) { CastParticles("Air",100,50,dead->GetX(),dead->GetY(),50+Random(30)); CastParticles("AirIntake",50,30,dead->GetX(),dead->GetY(),70+Random(60)); dead->RemoveObject(); } } global func PlaceEdges() { var x=[395, 1115, 1155, 1165, 355, 345, 315, 325, 335, 295, 305, 285, 275, 255, 265, 315, 325, 265, 275, 285, 305, 295, 425, 425, 435, 415, 385, 395, 405, 365, 375, 355, 345, 205, 155, 155, 115, 115, 125, 65, 65, 355, 365, 395, 415, 385, 375, 335, 335, 335, 205, 245, 255, 235, 225, 205, 195, 235, 225, 215, 205, 195, 185, 175, 165, 155, 145, 125, 135, 55, 55, 305, 305, 295, 305, 255, 285, 235, 245, 265, 275, 375, 385, 405, 395, 55, 55, 165, 155, 175, 185, 195, 205, 305, 335, 325, 305, 315, 45, 45, 115, 105, 125, 135, 175, 165, 145, 155, 205, 195, 215, 225, 185, 195, 215, 205, 395, 365, 385, 355, 355, 375, 1065, 1065, 185, 185, 215, 245, 235, 225, 235, 135, 125, 215, 225, 735, 765, 675, 825, 235, 135, 45, 45, 45, 45, 45, 45, 95, 85, 65, 75, 55, 45, 65, 85, 75, 95, 105, 205, 215, 195, 225, 165, 155, 175, 185, 145, 135, 115, 125, 1145, 1205, 1195, 1225, 1215, 1235, 1245, 1265, 1255, 1185, 1175, 1225, 1215, 1205, 1195, 1075, 1065, 1185, 1075, 1105, 1095, 1085, 1125, 1115, 1135, 1145, 1295, 1345, 1345, 1385, 1385, 1375, 1435, 1435, 1145, 1135, 1105, 1085, 1115, 1125, 1165, 1165, 1295, 1165, 1165, 1295, 1245, 1235, 1255, 1265, 1285, 1305, 1265, 1275, 1285, 1295, 1305, 1315, 1325, 1335, 1345, 1355, 1375, 1365, 1445, 1445, 1195, 1195, 1195, 1435, 1235, 1205, 1255, 1245, 1225, 1215, 1125, 1115, 1095, 1105, 1445, 1445, 1335, 1345, 1325, 1315, 1305, 1295, 1195, 1155, 1165, 1195, 1175, 1455, 1455, 1455, 1385, 1355, 1345, 1315, 1375, 1335, 1325, 1305, 1175, 1295, 1285, 1305, 1295, 1365, 1285, 1105, 1135, 1105, 1145, 1145, 1115, 1125, 1145, 1145, 1065, 435, 1065, 435, 1315, 1315, 1275, 1185, 1275, 1275, 1265, 1365, 1375, 1285, 1275, 775, 765, 735, 1265, 1365, 1455, 1455, 1455, 1455, 1455, 1455, 1395, 1405, 1425, 1415, 1435, 1445, 1425, 1405, 1415, 1395, 1385, 1285, 1275, 1295, 1265, 1325, 1335, 1315, 1305, 1345, 1355, 1375, 1365, 120, 120, 355, 345, 355, 355, 55, 45, 35, 725, 1380, 1380, 1465, 1455, 1445, 1155, 1145, 1145, 1145, 385, 335, 355, 355, 375, 365, 1125, 1135]; var y=[135, 155, 175, 185, 165, 175, 185, 185, 185, 185, 185, 185, 185, 185, 185, 205, 205, 205, 205, 205, 205, 205, 315, 345, 345, 345, 345, 345, 345, 345, 345, 345, 345, 225, 275, 265, 265, 275, 275, 365, 375, 275, 285, 295, 295, 295, 295, 225, 235, 205, 215, 205, 205, 205, 205, 205, 235, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 345, 335, 375, 365, 385, 385, 385, 385, 385, 385, 385, 385, 315, 315, 315, 315, 315, 325, 295, 295, 295, 295, 295, 295, 355, 345, 345, 345, 345, 235, 225, 155, 155, 155, 155, 155, 155, 155, 155, 185, 185, 185, 185, 155, 155, 155, 155, 145, 185, 155, 235, 205, 165, 305, 295, 225, 235, 205, 185, 185, 155, 155, 295, 295, 295, 295, 305, 305, 295, 295, 305, 275, 205, 215, 195, 185, 165, 175, 155, 155, 155, 155, 155, 155, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 165, 185, 185, 185, 185, 185, 185, 185, 185, 205, 205, 205, 205, 205, 205, 315, 345, 345, 345, 345, 345, 345, 345, 345, 345, 345, 225, 275, 265, 265, 275, 275, 365, 375, 275, 285, 295, 295, 295, 295, 215, 235, 205, 225, 205, 215, 205, 205, 205, 205, 205, 235, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 315, 345, 335, 375, 365, 385, 385, 385, 385, 385, 385, 385, 385, 315, 315, 315, 315, 315, 325, 295, 295, 295, 295, 295, 295, 355, 345, 345, 345, 345, 235, 225, 155, 155, 155, 155, 155, 155, 155, 155, 185, 185, 185, 185, 155, 155, 155, 155, 135, 185, 145, 235, 205, 135, 165, 215, 225, 305, 305, 295, 295, 225, 235, 205, 185, 185, 155, 155, 295, 295, 295, 295, 355, 345, 345, 305, 275, 205, 215, 195, 185, 165, 175, 155, 155, 155, 155, 155, 155, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 385, 310, 300, 305, 295, 315, 305, 255, 265, 295, 355, 300, 310, 295, 265, 255, 295, 305, 315, 305, 135, 215, 215, 225, 145, 155, 145, 155]; var d=[0, 3, 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 3, 2, 2, 3, 2, 2, 3, 2, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 2, 2, 0, 1, 3, 2, 0, 2, 0, 0, 0, 1, 1, 0, 3, 1, 3, 0, 2, 3, 3, 2, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 3, 3, 2, 2, 0, 3, 1, 1, 0, 1, 0, 1, 0, 0, 1, 2, 3, 3, 2, 0, 2, 0, 1, 1, 0, 1, 0, 3, 0, 1, 1, 0, 2, 0, 2, 3, 3, 2, 2, 3, 3, 2, 0, 1, 1, 0, 3, 2, 2, 3, 2, 2, 2, 0, 2, 2, 3, 1, 1, 3, 3, 0, 1, 3, 2, 0, 1, 1, 0, 0, 1, 0, 1, 0, 3, 0, 2, 2, 0, 0, 2, 2, 3, 3, 2, 2, 3, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 2, 3, 2, 3, 2, 3, 3, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 3, 3, 1, 0, 2, 3, 1, 3, 1, 1, 1, 0, 0, 1, 0, 0, 3, 2, 2, 1, 2, 3, 3, 2, 2, 3, 3, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 3, 3, 1, 2, 0, 1, 1, 1, 0, 1, 0, 0, 1, 3, 2, 2, 3, 1, 3, 1, 0, 0, 1, 0, 1, 2, 0, 1, 0, 0, 3, 1, 2, 3, 2, 3, 2, 2, 2, 3, 0, 1, 1, 0, 3, 2, 3, 3, 1, 3, 3, 1, 3, 0, 3, 1, 3, 3, 2, 1, 0, 0, 2, 3, 0, 1, 2, 3, 1, 0, 0, 1, 3, 3, 2, 1, 2, 1, 3, 3, 1, 1, 3, 2, 3, 3, 2, 2, 3, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 3, 1, 1, 3, 3, 3, 2, 2, 2, 2, 0, 2, 3, 3, 3, 2, 2, 2, 0, 1, 1, 0, 2, 1, 1, 0, 0]; for (var i = 0; i < GetLength(x); i++) { var edge=CreateObject(BrickEdge, x[i], y[i] + 5, NO_OWNER); edge->Initialize(); edge->SetP(d[i]); edge->SetPosition(x[i],y[i]); edge->PermaEdge(); } return 1; } protected func InitializePlayer(int plr) { SetPlayerZoomByViewRange(plr, 600, nil, PLRZOOM_Direct); return; } // Gamecall from CTF goal, on respawning. protected func OnPlayerRelaunch(int plr) { var clonk = GetCrew(plr); var relaunch = CreateObject(RelaunchContainer, clonk->GetX(), clonk->GetY(), clonk->GetOwner()); relaunch->StartRelaunch(clonk); relaunch->SetRelaunchTime(8, true); return; } func RelaunchWeaponList() { return [Musket, Sword, Javelin, FrostboltScroll, Shovel]; } /*-- Chest filler effects --*/ global func FxFillBaseChestStart(object target, effect, int temporary, bool supply) { if (temporary) return 1; effect.var0=supply; if(effect.var0) var w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder]; else var w_list = [Bow, Shield, Sword, Javelin, Musket, FrostboltScroll]; for(var i=0; i<5; i++) target->CreateChestContents(w_list[i]); return 1; } global func FxFillBaseChestTimer(object target, effect) { var maxcount = []; if(effect.var0) { var w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder]; var maxcount = [2,2,1,2,1]; } else { var w_list = [Bow, Shield, Sword, Javelin, Musket, FrostboltScroll]; var maxcount = [1,2,1,1,1,2]; } var contents; for(var i=0; iGetLength(w_list); i++) contents+=target->ContentsCount(w_list[i]); if(contents > 5) return 1; for(var i=0; i<2 ; i++) { var r = Random(GetLength(w_list)); if (target->ContentsCount(w_list[r]) < maxcount[r]) { target->CreateChestContents(w_list[r]); i=3; } } return 1; } global func FxFillOtherChestStart(object target, effect, int temporary) { if (temporary) return 1; var w_list = [Sword, Javelin, Club, Firestone, Dynamite, Firestone]; if (target->ContentsCount() < 5) target->CreateChestContents(w_list[Random(GetLength(w_list))]); return 1; } global func FxFillOtherChestTimer(object target) { var w_list = [Sword, Javelin, Dynamite, WindScroll, FrostboltScroll, Loam, HardeningScroll, PowderKeg]; var maxcount = [1,1,3,1,2,1,1,1]; var contents; for(var i=0; iGetLength(w_list); i++) contents+=target->ContentsCount(w_list[i]); if(contents > 5) return 1; for(var i=0; i<2 ; i++) { var r = Random(GetLength(w_list)); if (target->ContentsCount(w_list[r]) < maxcount[r]) { target->CreateChestContents(w_list[r]); i=3; } } return 1; } global func CreateChestContents(id obj_id) { if (!this) return; var obj = CreateObject(obj_id); if (obj_id == Bow) obj->CreateContents(Arrow); if (obj_id == Musket) obj->CreateContents(LeadShot); obj->Enter(this); return; }