forked from Mirrors/openclonk
65 lines
1.9 KiB
C
65 lines
1.9 KiB
C
/*-- Coconut Tree --*/
|
|
|
|
#include Library_Plant
|
|
#include Library_Tree
|
|
|
|
private func SeedChance() { return 100; }
|
|
private func SeedArea() { return 400; }
|
|
private func SeedAmount() { return 12; }
|
|
|
|
func Construction()
|
|
{
|
|
StartGrowth(5);
|
|
// set random rotation so trees don't look alike too much
|
|
// -12000 offset to fix model origin which is aligned to geometry centre on export instead of blender's given origin :(
|
|
SetProperty("MeshTransformation", Trans_Mul(Trans_Translate(-12000), Trans_Rotate(RandomX(0,359),0,1,0)));
|
|
inherited(...);
|
|
}
|
|
|
|
public func Seed()
|
|
{
|
|
if(!IsStanding()) return false;
|
|
|
|
// Find number of plants in seed area.
|
|
var size = SeedArea();
|
|
var amount = SeedAmount();
|
|
var offset = size / -2;
|
|
var plant_cnt = ObjectCount(Find_ID(GetID()), Find_InRect(offset, offset, size, size));
|
|
// 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, in principle there can be more than seed amount.
|
|
if (!Random(chance) && GetCon() >= 100)
|
|
{
|
|
// Place the plant but check if it is not close to another one.
|
|
// var plant = PlaceVegetation(GetID(), offset, offset, size, size, 3);
|
|
var seed = CreateObject(Coconut, 0, -35);
|
|
seed->SetXDir(-5 + Random(11));
|
|
seed->SetR(Random(360));
|
|
seed->SetRDir(RandomX(-5,5));
|
|
|
|
//one coconut for each tree
|
|
if(ObjectCount(Find_ID(Coconut)) > ObjectCount(Find_ID(Tree_Coconut)))
|
|
{
|
|
seed->RemoveObject();
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
public func IsTree() { return true; }
|
|
|
|
public func ChopDown()
|
|
{
|
|
// Remove the bottom vertex
|
|
SetVertex(0, VTX_Y, 0, 1);
|
|
RemoveVertex(0);
|
|
|
|
_inherited(...);
|
|
}
|
|
|
|
local Name = "$Name$";
|
|
local Touchable = 0;
|
|
local BlastIncinerate = 1;
|
|
local ContactIncinerate = 3; |