openclonk/planet/Worlds.ocf/AcidGoldMine.ocs/Script.c

167 lines
4.8 KiB
C

/**
Acid Gold Mine
An acid lake with a cliff leading to a volcanic gold mine.
@author Sven2
*/
protected func Initialize()
{
// Show wealth in HUD.
GUI_Controller->ShowWealth();
// Rules: team account and buying at flagpole.
CreateObject(Rule_TeamAccount);
CreateObject(Rule_BuyAtFlagpole);
// Goal: gain wealth dependent on difficulty.
var goal = CreateObject(Goal_Wealth);
goal->SetWealthGoal(100 + 150 * SCENPAR_Difficulty);
// Initialize different parts of the scenario.
InitEnvironment(SCENPAR_Difficulty);
InitVegetation(SCENPAR_MapSize);
InitAnimals(SCENPAR_MapSize);
InitMaterial(4 - SCENPAR_Difficulty);
return;
}
protected func OnGoalsFulfilled()
{
// Give the remaining players their achievement.
GainScenarioAchievement("Done", BoundBy(SCENPAR_Difficulty, 1, 3));
return false;
}
/*-- Player Initialization --*/
protected func InitializePlayer(int plr)
{
// Harsh zoom range.
SetPlayerZoomByViewRange(plr, 500, nil, PLRZOOM_Direct | PLRZOOM_LimitMax);
SetPlayerViewLock(plr, true);
// Position crew and give them materials.
var index = 0, crew;
while (crew = GetCrew(plr, index))
{
var pos = FindTopSpot();
crew->SetPosition(pos.x, pos.y - 10);
while(crew->Stuck())
crew->SetPosition(pos.x, crew->GetY()-1);
crew->CreateContents(Shovel);
// First clonk can construct, others can chop.
if (index == 0)
crew->CreateContents(Hammer);
else
crew->CreateContents(Axe);
index++;
}
// Give the player basic plus pumping knowledge.
GivePlayerBasicKnowledge(plr);
GivePlayerPumpingKnowledge(plr);
GivePlayerSpecificKnowledge(plr, [WallKit]);
// Give the player the elementary base materials.
GivePlayerElementaryBaseMaterial(plr);
return;
}
/*-- Scenario Initialization --*/
private func InitEnvironment(int difficulty)
{
// Acid rain.
Cloud->Place(8 + 2 * difficulty);
Cloud->SetPrecipitation("Acid", 100);
// Sky.
SetSkyParallax(1, 20, 20, 0,0, nil, nil);
// Some natural disasters.
Earthquake->SetChance(100);
Volcano->SetChance(1 + difficulty);
Volcano->SetMaterial("DuroLava");
Meteor->SetChance(16 + 4 * difficulty);
// Bottom item killer.
var fx = AddEffect("KeepAreaClear", nil, 1, 5);
fx.search_criterion=Find_And(Find_AtRect(0, LandscapeHeight() - 10, LandscapeWidth(), 10), Find_Not(Find_Category(C4D_StaticBack)));
return;
}
private func InitVegetation(int map_size)
{
// Mushrooms before any earth materials, because they create their own caves.
LargeCaveMushroom->Place(15, Shape->Rectangle(LandscapeWidth() / 4, 172 * 6, LandscapeWidth() / 2, 60 * 6));
// Create earth materials
// Create them in big clusters so the whole object arrangement looks a bit less uniform and more interesting.
PlaceObjectBatches([Firestone], 3, 100, 5);
PlaceObjectBatches([Rock, Loam, Loam], 10, 200, 10);
// Misc vegetation
SproutBerryBush->Place(5, Shape->Rectangle(0, LandscapeHeight() / 4, LandscapeWidth(), LandscapeHeight() * 3 / 4));
Mushroom->Place(5, Shape->Rectangle(0, LandscapeHeight() / 4, LandscapeWidth(), LandscapeHeight() * 3 / 4));
Tree_Coniferous_Burned->Place(2, Shape->Rectangle(0, 0, LandscapeWidth(), LandscapeHeight() / 4));
return;
}
private func InitAnimals(int map_size)
{
return;
}
private func InitMaterial(int amount)
{
// Starting materials in lorry.
var pos = FindTopSpot();
var lorry = CreateObjectAbove(Lorry, pos.x, pos.y);
if (lorry)
{
lorry->CreateContents(WallKit, 5);
lorry->CreateContents(Wood, 12);
lorry->CreateContents(Metal, 5);
lorry->CreateContents(Bread, 8);
lorry->CreateContents(Firestone, 5);
lorry->CreateContents(Dynamite, 3);
lorry->CreateContents(DynamiteBox, 2);
while(lorry->Stuck())
lorry->SetPosition(lorry->GetX(), lorry->GetY()-1);
}
// Create some chests in caves.
var chest_sets = [[[DynamiteBox,2], [Dynamite,5], [Bread,5]], [[Loam,5], [WallKit,3], [Wood,8]], [[Bread,10],[Firestone,5],[Wood,8]]];
for (var i = 0; i < 3; ++i)
{
var chest_pos = FindLocation(Loc_Material("Tunnel"), Loc_Wall(CNAT_Bottom));
if (chest_pos)
{
var chest = CreateObjectAbove(Chest, chest_pos.x, chest_pos.y);
if (chest)
for (var chest_fill in chest_sets[i])
chest->CreateContents(chest_fill[0], chest_fill[1]);
}
}
// A barrel somewhere in a cave.
var chest_pos = FindLocation(Loc_Material("Tunnel"), Loc_Wall(CNAT_Bottom));
if (chest_pos)
CreateObjectAbove(Barrel, chest_pos.x, chest_pos.y);
return;
}
/*-- Helper Functions --*/
private func FindTopSpot()
{
return FindLocation(Loc_InRect(LandscapeWidth() / 3, 0, LandscapeWidth() * 2 / 3, LandscapeHeight() / 9), Loc_Wall(CNAT_Bottom), Loc_Space(10, CNAT_Top)) ?? { x = LandscapeWidth() / 3 + Random(30), y = LandscapeHeight() / 12 };
}
global func FxKeepAreaClearTimer(object q, proplist fx, int time)
{
for (var obj in FindObjects(fx.search_criterion))
if (obj)
obj->RemoveObject();
return FX_OK;
}