openclonk/planet/Objects.ocd/Libraries.ocd/Plants.ocd/Plant.ocd/Script.c

250 lines
6.8 KiB
C

/**
Plant
Basic functionality for all plants
@author Clonkonaut
*/
// This is a plant
public func IsPlant()
{
return true;
}
/** Automated positioning via RootSurface, make sure to call this if needed (in case Construction is overloaded)
*/
protected func Construction()
{
Schedule(this, "RootSurface()", 1);
AddTimer("Seed", 72);
_inherited(...);
}
/* Placement */
/** Places the given amount of plants inside the area. If no area is given, the whole landscape is used.
@param amount The amount of plants to be created (not necessarily every plant is created).
@param rectangle The area where to put the plants.
@param settings A proplist defining further setttings: { growth = 100000, keep_area = false }. Growth will get passed over to PlaceVegetation, keep_area will confine the plants and their offspring to rectangle.
@return Returns an array of all objects created.
*/
public func Place(int amount, proplist rectangle, proplist settings)
{
// No calls to objects, only definitions
if (GetType(this) == C4V_C4Object) return;
// Default parameters
if (!settings) settings = { growth = 100000, keep_area = false };
if (!settings.growth) settings.growth = 100000;
if (!rectangle)
rectangle = Rectangle(0,0, LandscapeWidth(), LandscapeHeight());
var plants = CreateArray(), plant;
for (var i = 0 ; i < amount ; i++)
{
plant = PlaceVegetation(this, rectangle.x, rectangle.y, rectangle.w, rectangle.h, settings.growth);
if (plant)
{
plants[GetLength(plants)] = plant;
if (settings.keep_area)
plant->KeepArea(rectangle);
}
plant = nil;
}
return plants;
}
/* Reproduction */
/** Will confine the the plant and its offspring to a certain area.
@params rectangle The confinement area.
*/
func KeepArea(proplist rectangle)
{
this.Confinement = rectangle;
}
/** Chance to reproduce plant. Chances are one out of return value. Default is 500.
@return the chance, higher = less chance.
*/
private func SeedChance()
{
return 500;
}
/** Distance the seeds may travel. Default is 250.
@return the maximum distance.
*/
private func SeedArea()
{
return 250;
}
/** The amount of plants allowed within SeedAreaSize. Default is 10.
@return the maximum amount of plants.
*/
private func SeedAmount()
{
return 10;
}
/** The closest distance a new plant may seed to its nearest neighbour. Default is 20.
@return the maximum amount of plants.
*/
private func SeedOffset()
{
return 20;
}
/** Reproduction of plants: Called every 2 seconds by a timer.
*/
public func Seed()
{
// Find number of plants in seed area.
var size = SeedArea();
var amount = SeedAmount();
var area = Rectangle(size / -2, size / -2, size, size);
if (this.Confinement)
area = RectangleEnsureWithin(area, this.Confinement);
var plant_cnt = ObjectCount(Find_ID(GetID()), Find_InRect(area.x, area.y, area.w, area.h));
// If there are not much plants in the seed area compared to seed amount
// the chance of seeding is improved, if there are much the chance is reduced.
var chance = SeedChance();
var chance = chance / Max(1, amount - plant_cnt) + chance * Max(0, plant_cnt - amount);
// Place a plant if we are lucky, but no more than seed amount.
if (plant_cnt < amount && !Random(chance))
{
// Place the plant but check if it is not close to another one.
var plant = PlaceVegetation(GetID(), area.x, area.y, area.w, area.h, 3);
if (plant)
{
var neighbour = FindObject(Find_ID(GetID()), Find_Exclude(plant), Sort_Distance(plant->GetX() - GetX(), plant->GetY() - GetY()));
var distance = ObjectDistance(plant, neighbour);
// Closeness check
if (distance < SeedOffset())
plant->RemoveObject();
else if (this.Confinement)
plant->KeepArea(this.Confinement);
}
}
return;
}
/* Chopping */
/** Determines whether this plant gives wood (we assume that are 'trees').
@return \c true if the plant is choppable by the axe, \c false otherwise (default).
*/
public func IsTree()
{
return false;
}
/** Determines whether the tree can still be chopped down (i.e. has not been chopped down).
@return \c true if the tree is still a valid axe target.
*/
public func IsStanding()
{
return GetCategory() & C4D_StaticBack;
}
/** Maximum damage the tree can take before it falls. Each blow from the axe deals 10 damage.
@return \c the maximum amount of damage.
*/
private func MaxDamage()
{
return 50;
}
protected func Damage()
{
// do not grow for a few seconds
var g = GetGrowthValue();
if(g)
{
StopGrowth();
ScheduleCall(this, "RestartGrowth", 36 * 10, 0, g);
}
// Max damage reached -> fall down
if (GetDamage() > MaxDamage() && IsStanding()) ChopDown();
_inherited(...);
}
// restarts the growing of the tree (for example after taking damage)
func RestartGrowth(int old_value)
{
var g = GetGrowthValue(); // safety
if(g) StopGrowth();
g = Max(g, old_value);
StartGrowth(g);
}
/** Called when the trees shall fall down (has taken max damage). Default behaviour is unstucking (5 pixel movement max) and removing C4D_StaticBack.
*/
public func ChopDown()
{
// stop growing!
ClearScheduleCall(this, "RestartGrowth");
StopGrowth();
this.Touchable = 1;
this.Plane = 300;
SetCategory(GetCategory()&~C4D_StaticBack);
if (Stuck())
{
var i = 5;
while(Stuck() && i)
{
SetPosition(GetX(), GetY()-1);
i--;
}
}
Sound("TreeCrack");
AddEffect("TreeFall", this, 1, 1, this);
}
// determine a random falling direction and passes it on to the FxTreeFallTimer.
func FxTreeFallStart(object target, proplist effect)
{
effect.direction = Random(2);
if (effect.direction == 0) effect.direction -= 1;
}
/* animates the falling of the tree: First 10 slow degress then speed up and play the landing sound at 80+ degrees.
remember that degrees range from -180 to 180. */
func FxTreeFallTimer(object target, proplist effect)
{
//simple falling if tree is not fully grown
if (target->GetCon() <= 50)
{
target->SetRDir(effect.direction * 10);
}
//else rotate slowly first until about 10 degree. This will be the time needed for the crack sound and makes sense as a tree will start falling slowly.
else
{
if (Abs(target->GetR()) < 10)
{
target->SetRDir(effect.direction * 1);
//Turn of gravity so the tree doesn't get stuck before its done falling.
target->SetYDir(0);
}
else
{
//Then speed up and let gravity do the rest.
target->SetRDir(effect.direction * 10);
}
}
//if the tree does not lend on a cliff or sth. (is rotated more then 80 degrees in the plus or minus direction) Play the landing sound of the tree.
if (Abs(target->GetR()) > 80)
{
target->SetRDir(0);
if (target->GetCon() > 50) target->Sound("TreeLanding", false);
return -1;
}
//check every frame if the tree is stuck and stop rotation in that case this is necessary as a tree could get stuck before reaching 80 degrees
if ((target->GetContact(-1, CNAT_Left) | target->GetContact(-1, CNAT_Right)) > 0)
{
target->SetRDir(0);
return -1;
}
}