openclonk/planet/Arena.ocf/HotIce.ocs/Script.c

545 lines
14 KiB
C

/* Hot ice */
static g_remaining_rounds, g_winners, g_check_victory_effect;
static g_gameover;
func Initialize()
{
g_remaining_rounds = SCENPAR_Rounds;
g_winners = [];
InitializeRound();
Scoreboard->Init([
// Invisible team column for sorting players under their teams.
{key = "team", title = "", sorted = true, desc = false, default = "", priority = 90},
{key = "wins", title = "Wins", sorted = true, desc = true, default = 0, priority = 100},
{key = "death", title = "", sorted = false, default = "", priority = 0},
]);
}
// Resets the scenario, redrawing the map.
func ResetRound()
{
// Retrieve all Clonks.
var clonks = [];
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
{
var container = clonk->Contained();
if (container)
{
clonk->Exit();
container->RemoveObject();
}
else
{
// Players not waiting for a relaunch get a new Clonk to prevent
// status effects from carrying over to the next round.
var new_clonk = CreateObject(clonk->GetID(), 0, 0, clonk->GetOwner());
new_clonk->GrabObjectInfo(clonk);
clonk = new_clonk;
}
PushBack(clonks, clonk);
clonk->SetObjectStatus(C4OS_INACTIVE);
}
// Clear and redraw the map.
LoadScenarioSection("main");
InitializeRound();
AssignHandicaps();
// Re-enable the players.
for (var clonk in clonks)
{
clonk->SetObjectStatus(C4OS_NORMAL);
SetCursor(clonk->GetOwner(), clonk);
// Select the first item. This fixes item ordering.
clonk->SetHandItemPos(0, 0);
InitPlayerRound(clonk->GetOwner());
}
}
func InitializeRound()
{
// Checking for victory: Only active after a Clonk dies.
g_check_victory_effect = AddEffect("CheckVictory", nil, 1, 0);
g_player_spawn_index = 0;
if (GetType(g_player_spawn_positions) == C4V_Array)
ShuffleArray(g_player_spawn_positions);
// Materials: Chests
var i,pos;
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
var chest_area_y = ls_hgt*[0,30][SCENPAR_MapType]/100;
var chest_area_hgt = ls_hgt/2;
// Chests in regular mode. Boom packs in grenade launcher mode.
var num_extras = [6,12][SCENPAR_Weapons];
for (i=0; i<num_extras; ++i)
if (pos=FindLocation(Loc_InRect(0,chest_area_y,ls_wdt,chest_area_hgt-100), Loc_Wall(CNAT_Bottom))) // Loc_Wall adds us 100 pixels...
{
if (SCENPAR_Weapons == 0)
{
var chest = CreateObjectAbove(Chest,pos.x,pos.y);
if (chest)
{
chest->CreateContents(Firestone,5);
chest->CreateContents(Bread,1);
chest->CreateContents(Bow,1);
chest->CreateContents(FireArrow,1)->SetStackCount(5);
chest->CreateContents(BombArrow,1)->SetStackCount(5);
chest->CreateContents(Shield,1);
chest->CreateContents(IronBomb,3);
}
}
else
{
var boompack= CreateObjectAbove(Boompack,pos.x,pos.y);
}
}
// Materials: Firestones
for (i=0; i<30; ++i)
if (pos=FindLocation(Loc_InRect(0,chest_area_y,ls_wdt,chest_area_hgt), Loc_Solid()))
if (IsFirestoneSpot(pos.x,pos.y))
CreateObjectAbove(Firestone,pos.x,pos.y-1);
// Some firestones and bombs in lower half. For ap type 1, more firestones in lower than upper half.
for (i=0; i<30; ++i)
if (pos=FindLocation(Loc_InRect(0,ls_hgt/2,ls_wdt,ls_hgt/3), Loc_Solid()))
if (IsFirestoneSpot(pos.x,pos.y))
CreateObjectAbove([Firestone,IronBomb][Random(Random(3))],pos.x,pos.y-1);
// The game starts after a delay to ensure that everyone is ready.
GUI_Clock->CreateCountdown(3);
SetSky(g_theme.Sky);
g_theme->InitializeRound();
g_theme->InitializeMusic();
return true;
}
static g_player_spawn_positions, g_map_width, g_player_spawn_index;
global func ScoreboardTeam(int team) { return team * 100; }
func InitializePlayer(int plr)
{
// Add the player and their team to the scoreboard.
Scoreboard->NewPlayerEntry(plr);
Scoreboard->SetPlayerData(plr, "wins", "");
var team = GetPlayerTeam(plr);
Scoreboard->NewEntry(ScoreboardTeam(team), GetTeamName(team));
Scoreboard->SetData(ScoreboardTeam(team), "team", "", ScoreboardTeam(team));
Scoreboard->SetPlayerData(plr, "team", "", ScoreboardTeam(team) + 1);
// Players joining at runtime will participate in the following round.
// Should only happen if it's not game start, else Clonks would start stuck in a RelaunchContainer.
if (FrameCounter() > 1) PutInRelaunchContainer(GetCrew(plr));
}
func InitializePlayers()
{
AssignHandicaps();
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i);
InitPlayerRound(plr);
}
}
func InitPlayerRound(int plr)
{
// Unmark death on scoreboard.
Scoreboard->SetPlayerData(plr, "death", "");
// everything visible
SetFoW(false, plr);
SetPlayerViewLock(plr, true);
// Player positioning.
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
var crew = GetCrew(plr), start_pos;
// Position by map type?
if (SCENPAR_SpawnType == 0)
{
if (g_player_spawn_positions && g_player_spawn_index < GetLength(g_player_spawn_positions))
{
start_pos = g_player_spawn_positions[g_player_spawn_index++];
var map_zoom = ls_wdt / g_map_width;
start_pos = {x=start_pos[0]*map_zoom+map_zoom/2, y=start_pos[1]*map_zoom};
}
else
{
// Start positions not defined or exhausted: Spawn in lower area for both maps becuase starting high is an an advantage.
start_pos = FindLocation(Loc_InRect(ls_wdt/5,ls_hgt/2,ls_wdt*3/5,ls_hgt/3), Loc_Wall(CNAT_Bottom), Loc_Func(Scenario.IsStartSpot));
if (!start_pos) start_pos = FindLocation(Loc_InRect(ls_wdt/10,0,ls_wdt*8/10,ls_hgt*4/5), Loc_Wall(CNAT_Bottom), Loc_Func(Scenario.IsStartSpot));
if (!start_pos) start_pos = {x=Random(ls_wdt*6/10)+ls_wdt*2/10, y=ls_hgt*58/100};
}
crew->SetPosition(start_pos.x, start_pos.y-10);
}
else // Balloon spawn
{
var spawn_x = ls_wdt/3, spawn_y = 10;
spawn_x += Random(spawn_x);
var balloon = CreateObject(BalloonDeployed, spawn_x, spawn_y - 16, plr);
crew->SetPosition(spawn_x, spawn_y);
balloon->SetRider(crew);
crew->SetAction("Ride", balloon);
balloon->SetSpeed(0,0);
crew->SetSpeed(0,0);
}
// initial material
if (SCENPAR_Weapons == 0)
{
crew->CreateContents(Shovel);
crew->CreateContents(Club);
crew->CreateContents(WindBag);
crew->CreateContents(Firestone,2);
}
else
{
// Grenade launcher mode
crew.MaxContentsCount = 2;
crew->CreateContents(WindBag);
var launcher = crew->CreateContents(GrenadeLauncher);
if (launcher)
{
var ammo = launcher->CreateContents(IronBomb);
launcher->AddTimer(Scenario.ReplenishLauncherAmmo, 10);
// Start reloading the launcher during the countdown.
if (!IsHandicapped(plr))
{
crew->SetHandItemPos(0, crew->GetItemPos(launcher));
// This doesn't play the animation properly - simulate a click instead.
/* crew->StartLoad(launcher); */
crew->StartUseControl(CON_Use, 0, 0, launcher);
crew->StopUseControl(0, 0, launcher);
}
}
}
crew.MaxEnergy = 100000;
crew->DoEnergy(1000);
// Disable the Clonk during the countdown.
crew->SetCrewEnabled(false);
crew->SetComDir(COMD_Stop);
if (SCENPAR_SpawnType == 1 && balloon)
balloon->CreateEffect(IntNoGravity, 1, 1);
return true;
}
local IntNoGravity = new Effect {
Timer = func() {
Target->SetSpeed(0,0);
}
};
// Called by the round start countdown.
func OnCountdownFinished()
{
// Re-enable all Clonks.
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
{
clonk->SetCrewEnabled(true);
SetCursor(clonk->GetOwner(), clonk);
if (SCENPAR_SpawnType == 1 && clonk->GetActionTarget())
RemoveEffect("IntNoGravity", clonk->GetActionTarget());
}
}
func PutInRelaunchContainer(object clonk)
{
var plr = clonk->GetOwner();
var relaunch = CreateObject(RelaunchContainer, LandscapeWidth() / 2, LandscapeHeight() / 2, plr);
// We just use the relaunch object as a dumb container.
clonk->Enter(relaunch);
// Allow scrolling around the landscape.
SetPlayerViewLock(plr, false);
}
func OnClonkDeath(object clonk)
{
var plr = clonk->GetOwner();
// Mark death on scoreboard.
Scoreboard->SetPlayerData(plr, "death", "{{Scoreboard_Death}}");
// Skip eliminated players, NO_OWNER, etc.
if (GetPlayerName(plr))
{
var crew = CreateObject(Clonk, 0, 0, plr);
crew->MakeCrewMember(plr);
PutInRelaunchContainer(crew);
}
// Check for victory after three seconds to allow stalemates.
if (!g_gameover)
g_check_victory_effect.Interval = g_check_victory_effect.Time + 36 * 3;
}
// Returns an array of team -> number of players in team.
func GetTeamPlayers()
{
var result = CreateArray(GetTeamCount() + 1);
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i), team = GetPlayerTeam(plr);
SetLength(result, Max(team + 1, GetLength(result)));
result[team] = result[team] ?? [];
PushBack(result[team], plr);
}
return result;
}
static g_handicapped_players;
func _MinSize(int a, array b) { if (b == nil) return a; else return Min(a, GetLength(b)); }
// Assigns handicaps so that the number of not-handicapped players is the same for all teams.
func AssignHandicaps()
{
g_handicapped_players = CreateArray(GetPlayerCount());
var teams = GetTeamPlayers();
var smallest_size = Reduce(teams, Scenario._MinSize, ~(1<<31));
for (var team in teams) if (team != nil)
{
var to_handicap = GetLength(team) - smallest_size;
while (GetLength(team) > to_handicap)
RemoveArrayIndexUnstable(team, Random(GetLength(team)));
for (var plr in team)
{
SetLength(g_handicapped_players, Max(plr + 1, GetLength(g_handicapped_players)));
g_handicapped_players[plr] = true;
}
}
}
func IsHandicapped(int plr)
{
return !!g_handicapped_players[plr];
}
// Returns a list of colored player names, for example "Sven2, Maikel, Luchs"
global func GetTeamPlayerNames(int team)
{
var str = "";
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i);
if (GetPlayerTeam(plr) == team)
{
var comma = "";
if (str != "") comma = ", ";
str = Format("%s%s<c %x>%s</c>", str, comma, GetPlayerColor(plr), GetPlayerName(plr));
}
}
return str;
}
global func FxCheckVictoryTimer(_, proplist effect)
{
var find_living = Find_And(Find_OCF(OCF_CrewMember), Find_NoContainer());
var clonk = FindObject(find_living);
var msg;
if (!clonk)
{
// Stalemate!
msg = "$Stalemate$";
Log(msg);
GameCall("ResetRound");
}
else if (!FindObject(find_living, Find_Hostile(clonk->GetOwner())))
{
// We have a winner!
var team = GetPlayerTeam(clonk->GetOwner());
PushBack(g_winners, team);
// Announce the winning team.
msg = Format("$WinningTeam$", GetTeamPlayerNames(team));
Log(msg);
// Update the scoreboard.
UpdateScoreboardWins(team);
// The leading team has to win the last round.
if (--g_remaining_rounds > 0 || GetLeadingTeam() != team)
{
var msg2 = CurrentRoundStr();
Log(msg2);
msg = Format("%s|%s", msg, msg2);
GameCall("ResetRound");
}
else
{
GameCall("EliminateLosers");
}
}
// Switching scenario sections makes the Log() messages hard to see, so announce them using a message as well.
CustomMessage(msg);
// Go to sleep again.
effect.Interval = 0;
return FX_OK;
}
global func CurrentRoundStr()
{
if (g_remaining_rounds == 1)
return "$LastRound$";
else if (g_remaining_rounds > 1)
return Format("$RemainingRounds$", g_remaining_rounds);
else if (GetLeadingTeam() == nil)
return "$Tiebreak$";
else
return "$BonusRound$";
}
global func UpdateScoreboardWins(int team)
{
var wins = GetTeamWins(team);
Scoreboard->SetData(ScoreboardTeam(team), "wins", wins, wins);
// We have to update each player as well to make the sorting work.
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i);
if (GetPlayerTeam(plr) == team)
{
Scoreboard->SetPlayerData(plr, "wins", "", wins);
}
}
}
global func GetTeamWins(int team)
{
var wins = 0;
for (var w in g_winners)
if (w == team)
wins++;
return wins;
}
// Returns the team which won the most rounds, or nil if there is a tie.
global func GetLeadingTeam()
{
var teams = [], winning_team = g_winners[0];
for (var w in g_winners)
{
teams[w] += 1;
if (teams[w] > teams[winning_team])
winning_team = w;
}
// Detect a tie.
for (var i = 0; i < GetLength(teams); i++)
{
if (i != winning_team && teams[i] == teams[winning_team])
return nil;
}
return winning_team;
}
func EliminateLosers()
{
g_gameover = true;
// Determine the winning team.
var winning_team = GetLeadingTeam();
// Eliminate everybody who isn't on the winning team.
for (var i = 0; i < GetPlayerCount(); i++)
{
var plr = GetPlayerByIndex(i);
if (GetPlayerTeam(plr) != winning_team)
EliminatePlayer(plr);
}
// The scenario goal will end the scenario.
}
/* Called periodically in grenade launcher */
func ReplenishLauncherAmmo()
{
if (!ContentsCount()) CreateContents(IronBomb);
return true;
}
// Horizontal Loc_Space doesn't work with Loc_Wall because it checks inside the ground.
func IsStartSpot(int x, int y)
{
// Don't spawn just at the border of an island.
if (!GBackSolid(x-3,y+2)) return false;
if (!GBackSolid(x+3,y+2)) return false;
// Spawn with some space.
return PathFree(x-5, y, x+5, y) && PathFree(x, y-21, x, y-1);
}
func IsFirestoneSpot(int x, int y)
{
// Very thorough ice surrounding check so they don't explode right away or when the first layer of ice melts
return GBackSolid(x,y-1) && GBackSolid(x,y+4) && GBackSolid(x-2,y) && GBackSolid(x+2,y);
}
// ============= Themes =============
static const DefaultTheme = new Global
{
InitializeRound = func() { },
LavaMat = "^DuroLava",
IceMats = ["^Ice-ice", "^Ice-ice2"],
AltMatRatio = 50,
BackgroundMat = nil,
Sky = "Default",
PlayList = nil,
InitializeMusic = func()
{
// No special play list => music by Ambience
if (this.PlayList == nil)
InitializeAmbience();
else
{
// Remove Ambience to avoid interference.
RemoveAll(Find_ID(Ambience));
SetPlayList(this.PlayList, NO_OWNER, true);
SetGlobalSoundModifier(nil);
}
}
};
static const HotIce = new DefaultTheme
{
InitializeRound = func()
{
Stalactite->Place(10 + Random(3));
}
};
static const EciToh = new DefaultTheme
{
LavaMat = "DuroLava",
IceMats = ["Coal", "Rock-rock"],
AltMatRatio = 8,
BackgroundMat = "Tunnel",
InitializeRound = func()
{
Stalactite->Place(10 + Random(3));
}
};
static const MiamiIce = new DefaultTheme
{
IceMats = ["^BlackIce-black", "^BlackIce-black"],
Sky = "SkyMiami",
PlayList =
{
PlayList = "beach",
MusicBreakChance = 0,
},
InitializeRound = func()
{
// Colors
Scenario->CreateEffect(MiamiObjects, 1, 1);
Tree_Coconut->Place(RandomX(7, 13));
},
MiamiObjects = new Effect {
Timer = func(int time)
{
for (var o in FindObjects(Find_NoContainer()))
{
if (o->GetID() == Tree_Coconut)
continue;
o->SetClrModulation(HSL(time, 255, 100));
}
},
}
};