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

193 lines
5.1 KiB
C

/**
Acid Rift
Mine the rubies before it's too late
@author Sven2
*/
// Whether the intro has been initialized.
static intro_init;
// Set in Map.c
static g_start_map_x, g_start_map_y;
static g_start_x, g_start_y;
protected func Initialize()
{
// Goal: Ruby mine
var goal = CreateObject(Goal_SellGems);
goal->SetTargetAmount(BoundBy(SCENPAR_Difficulty*10, 10, 20));
// Rules: team account and buying at flagpole.
CreateObject(Rule_TeamAccount);
CreateObject(Rule_BuyAtFlagpole);
// Start position from map generation
var map_zoom = 6;
g_start_x = g_start_map_x * map_zoom;
g_start_y = g_start_map_y * map_zoom;
// Initialize different parts of the scenario.
InitEnvironment(SCENPAR_MapSize, SCENPAR_Difficulty);
InitVegetation(SCENPAR_MapSize, SCENPAR_Difficulty);
InitAnimals(SCENPAR_Difficulty);
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);
// Move clonks to location and give them a shovel.
var index = 0, crew;
while (crew = GetCrew(plr, index))
{
crew->SetPosition(g_start_x + RandomX(-12, 12), g_start_y);
// First clonk can construct, others can chop.
if (index == 0)
{
crew->CreateContents(Shovel);
crew->CreateContents(Pickaxe);
}
else
{
crew->CreateContents(Shovel);
crew->CreateContents(Axe);
crew->CreateContents(Hammer);
}
index++;
}
// Give the player basic knowledge.
GivePlayerBasicKnowledge(plr);
GivePlayerSpecificKnowledge(plr, [InventorsLab, Ropeladder, MetalBarrel, PowderKeg, GrappleBow, WallKit, Pipe, Pump, TeleGlove, WindBag]);
// Give the player the elementary base materials and some tools.
GivePlayerElementaryBaseMaterial(plr);
GivePlayerToolsBaseMaterial(plr);
SetBaseMaterial(plr, Wood, 100);
SetBaseProduction(plr, Wood, 10);
// Set player wealth.
SetWealth(plr, 75 - 25 * SCENPAR_Difficulty);
// Initialize the intro sequence if not yet started.
if (!intro_init)
{
//StartSequence("Intro", 0);
intro_init = true;
}
return;
}
/*-- Scenario Initialization --*/
private func InitEnvironment(int map_size, int difficulty)
{
// Adjust the sky a bit.
SetSkyParallax(0, 20, 20);
SetSkyAdjust(RGBa(225, 255, 205, 191), RGB(63, 200, 0));
var map_size_factor = [90,120,140][map_size-1];
// Disasters
Meteor->SetChance((difficulty * 11) * map_size_factor / 120);
if (difficulty >= 2) Rockfall->SetChance((difficulty * 50 - 80) * map_size_factor / 120);
Rockfall->SetArea(Rectangle(200, 0, LandscapeWidth()-400, 1));
if (difficulty >= 2) Rockfall->SetExplosiveness(BoundBy(difficulty * 25, 50, 60));
// Acid rain!
Cloud->Place(BoundBy(40 * difficulty - 30, 10, 70) * map_size_factor / 120);
Cloud->SetPrecipitation("Acid", 100);
return;
}
private func InitVegetation(int map_size, int difficulty)
{
// Define parts of the map for even distribution.
var top = Rectangle(0, 0, LandscapeWidth(), LandscapeHeight() / 3);
var middle = Rectangle(0, LandscapeHeight() / 3, LandscapeWidth(), LandscapeHeight() / 3);
var bottom = Rectangle(0, 2 * LandscapeHeight() / 3, LandscapeWidth(), LandscapeHeight() / 3);
// Place some cave mushrooms for wood.
LargeCaveMushroom->Place(8, middle, { terraform = false });
LargeCaveMushroom->Place(8, bottom, { terraform = false });
// Place some bushes, ferns and mushrooms.
SproutBerryBush->Place(2, top);
SproutBerryBush->Place(2, middle);
SproutBerryBush->Place(2, bottom);
Fern->Place(20, top);
Fern->Place(20, middle);
Fern->Place(20, bottom);
Mushroom->Place(14, top);
Mushroom->Place(14, middle);
Mushroom->Place(14, bottom);
// Some branches and trunks.
Branch->Place(24 + Random(12));
Trunk->Place(12 + Random(8));
// Some objects in the earth.
PlaceObjects(Rock, 25 + 10 * map_size + Random(10),"Earth");
PlaceObjects(Firestone, 20 + 10 * map_size + Random(5), "Earth");
PlaceObjects(Loam, (5 + 2 * map_size) * (4 - difficulty) + Random(5), "Earth");
return;
}
private func InitAnimals(int difficulty)
{
// Place some fish or piranhas on the basin.
var fish = Fish;
if (difficulty >= 3)
fish = Piranha;
fish->Place(4);
return;
}
private func InitMaterial(int amount)
{
// Always material for a starting flagpole
var lorry = CreateObjectAbove(Lorry, g_start_x + RandomX(-12, 12), g_start_y);
lorry->CreateContents(Wood, 3);
lorry->CreateContents(Metal, 1);
// For medium amount of materials provide a lorry with resources.
if (amount >= 2)
{
lorry->CreateContents(Wood, 4);
lorry->CreateContents(Metal, 3);
lorry->CreateContents(Rock, 4);
lorry->CreateContents(Dynamite, 4);
lorry->CreateContents(Loam, 4);
// For large amount of materials provide some buildings as well.
if (amount >= 3)
{
lorry->CreateContents(Wood, 6);
lorry->CreateContents(Metal, 4);
lorry->CreateContents(Rock, 4);
lorry->CreateContents(DynamiteBox, 4);
lorry->CreateContents(Ropeladder, 4);
}
}
return;
}