forked from Mirrors/openclonk
420 lines
9.2 KiB
C
420 lines
9.2 KiB
C
/**
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LavaCore
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The lava high life. Moves rythmically, spews lava, acts as platform for clonks.
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@author Win, Maikel
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*/
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#include Library_Animal
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// The outer shell of the core.
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local shell;
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local fx_behavior;
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public func Construction()
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{
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shell = CreateObjectAbove(LavaCoreShell);
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shell->InitAttach(this);
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this.MaxSize = RandomX(40, 50);
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// Add a reproduction timer (from the animal library).
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AddReproductionEffect();
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// Add an effect to control the lava core.
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fx_behavior = CreateEffect(FxCoreBehavior, 100, 1);
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return;
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}
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public func Initialize()
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{
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if (shell)
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shell->SetSize(GetCon());
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return;
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}
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public func Place(int amount, proplist rectangle, proplist settings)
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{
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var max_tries = 5 * amount;
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var loc_area = nil;
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if (rectangle) loc_area = Loc_InArea(rectangle);
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var size_range = nil;
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if (settings)
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size_range = settings.size_range;
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var cores = [];
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while ((amount > 0) && (--max_tries > 0))
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{
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var spot = FindLocation(Loc_Material("Lava"), Loc_Space(20), loc_area);
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if(!Random(2))
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spot = FindLocation(Loc_Material("DuroLava"), Loc_Space(20), loc_area);
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if (!spot) continue;
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var core = CreateObjectAbove(this, spot.x, spot.y, NO_OWNER);
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if (!core) continue;
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if (settings.size_range)
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{
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var size = RandomX(settings.size_range[0], settings.size_range[1]);
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core.MaxSize = BoundBy(size, core.SizeLimitMin, core.SizeLimitMax);
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core->SetCon(core.MaxSize);
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}
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if (core->Stuck())
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{
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core->RemoveObject();
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continue;
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}
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--amount;
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PushBack(cores, core);
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}
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return cores;
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}
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public func SetCon(int new_size)
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{
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if (shell)
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shell->SetSize(new_size);
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return _inherited(new_size, ...);
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}
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public func DoCon(int add_size)
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{
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if (shell)
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shell->SetSize(GetCon() + add_size);
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return _inherited(add_size, ...);
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}
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public func Destruction()
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{
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if (shell)
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shell->RemoveObject();
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return;
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}
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/*-- Core Behaviour --*/
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local FxCoreBehavior = new Effect
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{
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Construction = func()
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{
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this.fossilized = false;
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this.move_vector = [0, 0];
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this.movement_step = 72;
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this.frames_per_attack = 9;
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this.evading_core = 0;
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// Change time to have cores perform actions at different times.
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this.Time = Random(this.movement_step);
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// Make core swim and able to move.
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Target->SetAction("Swim");
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Target->SetComDir(COMD_None);
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return;
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},
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Timer = func(int time)
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{
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// Check if fossilized and change state.
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this->CheckFossilized(time);
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if (this.fossilized)
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return FX_OK;
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// Do growth.
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this->DoGrowth(time);
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// Attack prey if possible.
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if ((time % this.frames_per_attack) == 0)
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this->AttackPrey(time);
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// Do movement.
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this->DoMovement(time);
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return FX_OK;
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},
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CheckFossilized = func(int time)
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{
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if (this.fossilized && !Random(120))
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{
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Target->Revive();
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this.fossilized = false;
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}
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// Fossilize more ofen at surface.
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if (!this.fossilized && (!Random(160) || (!Random(100) && !Target->GBackLiquid(0, -6))))
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{
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Target->Fossilize();
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this.fossilized = true;
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}
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return;
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},
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AttackPrey = func(int time)
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{
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// Only if fully grown and not fossilized.
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if (Target->GetCon() < Target.MaxSize || this.fossilized)
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return;
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// Shoot a bubble at a nearby prey if the path is free, sometimes randomly shoot a bubble.
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var prey = Target->FindObject(Find_OCF(OCF_Alive), Target->Find_Distance(100), Target->Find_PathFree(), Find_Not(Find_ID(LavaCore)));
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if (!prey && Random(60))
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return;
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var angle = Random(360);
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if (prey)
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angle = Angle(Target->GetX(), Target->GetY(), prey->GetX(), prey->GetY());
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var test_x = Sin(angle, Target->GetCon() / 4);
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var test_y = -Cos(angle, Target->GetCon() / 4);
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if (!PathFree(Target->GetX(), Target->GetY(), Target->GetX() + test_x, Target->GetY() + test_y))
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return;
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var bubble = Target->CreateObject(BoilingLava_Bubble);
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bubble->SetVelocity(angle, RandomX(30, 40));
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bubble->DoCon(RandomX(10, 35));
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},
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DoGrowth = func(int time)
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{
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if (Target->GetCon() >= Target.MaxSize)
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return;
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// Only grow in lava.
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var mat = MaterialName(Target->GetMaterial(0, 5));
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if (mat == "Lava" || mat == "DuroLava")
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if (Target->GetCon() < Target.MaxSize && !Random(45))
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Target->DoCon(1);
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return;
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},
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DoMovement = func(int time)
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{
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// Only perform movement if swimming.
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if (Target->GetAction() != "Swim")
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return;
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var forced = false;
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var speed = Target.MovementSpeed;
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// Evade other cores. This will keep them evenly spread.
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var cnat = Target->GetContact(-1);
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if (!Target->InLiquid())
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{
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//Log("[%d]%v out of liquid", FrameCounter(), Target);
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cnat = cnat | CNAT_Top;
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}
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var other_core = Target->FindObject(Find_ID(LavaCore), Find_Exclude(Target), Target->Find_Distance(20 + Target.MaxSize));
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// Check for contact.
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if (cnat & (CNAT_Left | CNAT_Right | CNAT_Top | CNAT_Bottom) && this.evading_move <= 0)
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{
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this.move_vector = [RandomX(-1, 1), RandomX(-1, 1)];
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if ((cnat & CNAT_Left) && !(cnat & CNAT_Right))
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this.move_vector[0] = 1;
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if ((cnat & CNAT_Right) && !(cnat & CNAT_Left))
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this.move_vector[0] = -1;
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if ((cnat & CNAT_Top) && !(cnat & CNAT_Bottom))
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this.move_vector[1] = 1;
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if ((cnat & CNAT_Bottom) && !(cnat & CNAT_Top))
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this.move_vector[1] = -1;
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//Log("[%d]%v has contact: %d and move vector %v", FrameCounter(), Target, cnat, this.move_vector);
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this.evading_move = 6;
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forced = true;
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}
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// After contact is dealt with we can evade other cores.
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else if (other_core && this.evading_move <= 0)
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{
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//Log("[%d]other core", FrameCounter());
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this.move_vector[0] = Sign(Target->GetX() - other_core->GetX());
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this.move_vector[1] = Sign(Target->GetY() - other_core->GetY());
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this.evading_move = 16;
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forced = true;
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}
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// Otherwise just do random movement.
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else
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{
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this.move_vector[0] = RandomX(-1, 1);
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this.move_vector[1] = RandomX(-1, 1);
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// Move upwards more often to stay at surface more often.
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if (Random(3))
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this.move_vector[1] = -1;
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}
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// Execute the movement.
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if ((time % this.movement_step) == 0 || forced)
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{
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Target->SetXDir(this.move_vector[0] * speed + RandomX(-speed, speed) / 10);
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Target->SetYDir(this.move_vector[1] * speed + RandomX(-speed, speed) / 10);
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}
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if ((time % this.movement_step) == 0 && Target.shell)
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Target.shell->SetRDir(5 * (2 * Random(2) - 1));
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// Dampen movement over time to make movements seem like impulses.
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var xdir = Target->GetXDir(1000);
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var ydir = Target->GetYDir(1000);
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if (xdir > 0)
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Target->SetXDir(xdir - 3 * speed, 1000);
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else
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Target->SetXDir(xdir + 3 * speed, 1000);
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if (ydir > 0)
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Target->SetYDir(ydir - 3 * speed, 1000);
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else
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Target->SetYDir(ydir + 3 * speed, 1000);
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this.evading_move--;
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return;
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},
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IsFossilized = func()
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{
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return this.fossilized;
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}
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};
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public func StartNonSwim()
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{
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if (GBackLiquid())
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{
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SetAction("Swim");
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return;
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}
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return;
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}
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/*-- Reproduction --*/
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private func ReproductionCondition()
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{
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return GetAlive() && GetCon() >= this.MaxSize;
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}
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private func SpecialReproductionCondition()
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{
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if (fx_behavior)
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return !fx_behavior->IsFossilized();
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return false;
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}
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public func Birth(object parent)
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{
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SetCon(BoundBy(GetCon(), this.SizeLimitMin, this.SizeLimitMax));
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if (shell)
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shell->SetSize(GetCon());
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return;
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}
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/*-- Core State --*/
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// Explode on death.
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public func Death()
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{
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if (shell)
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shell->RemoveObject();
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Explode(BoundBy(GetCon() / 2, 20, 90));
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return;
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}
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// Turns the core into a fossil.
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public func Fossilize()
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{
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Sound("Animals::LavaCore::Fossilize", {volume = GetCon()});
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SetComDir(COMD_Stop);
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SetMeshMaterial("LavaCoreStoneMat");
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if (shell)
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{
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shell->SetMeshMaterial("LavaShellStoneMat");
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shell->SetRDir(0);
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}
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return;
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}
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// Turns the fossil into a core again.
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public func Revive()
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{
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SetAction("Swim");
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SetComDir(COMD_None);
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SetMeshMaterial("LavaCoreMat");
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if (shell)
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shell->SetMeshMaterial("LavaShellMat");
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return;
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}
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/*-- Saving --*/
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public func SaveScenarioObject(proplist props)
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{
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if (!inherited(props, ...))
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return false;
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// Avoid saving some stuff that's reinitialized anyway.
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props->Remove("MeshMaterial");
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return true;
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}
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/*-- Properties --*/
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local Name = "$Name$";
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local Description = "$Description$";
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local Plane = 424;
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local CorrosionResist = true;
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local MaxEnergy = 100000;
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local ContactCalls = true;
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local SizeLimitMin = 15; // Min size of all cores.
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local SizeLimitMax = 100; // Max size of all cores.
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local MaxSize = 50; // To which size this core will grow.
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local MovementSpeed = 20;
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local ActMap = {
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Swim = {
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Prototype = Action,
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Name = "Swim",
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Procedure = DFA_SWIM,
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Speed = 100,
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Accel = 16,
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Decel = 16,
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Length = 1,
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Delay = 0,
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FacetBase = 1,
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NextAction = "Swim"
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},
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Walk = {
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Prototype = Action,
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Name = "Walk",
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Procedure = DFA_WALK,
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Speed = 100,
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Accel = 16,
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Decel = 16,
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Length = 1,
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Delay = 0,
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FacetBase = 1,
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NextAction = "Walk",
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StartCall = "StartNonSwim",
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InLiquidAction = "Swim",
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},
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Jump = {
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Prototype = Action,
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Name = "Jump",
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Procedure = DFA_FLIGHT,
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Speed = 100,
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Accel = 16,
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Decel = 16,
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Length = 1,
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Delay = 0,
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FacetBase = 1,
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NextAction = "Jump",
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StartCall = "StartNonSwim",
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InLiquidAction = "Swim"
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},
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Dead = {
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Prototype = Action,
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Name = "Dead",
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Procedure = DFA_NONE,
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Speed = 10,
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Length = 1,
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Delay = 0,
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FacetBase=1,
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Directions = 2,
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FlipDir = 1,
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NextAction = "Hold",
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NoOtherAction = 1,
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ObjectDisabled = 1
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}
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}; |