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/**
EnemySpawn
When activated, spawns one or more AI-controlled enemies that attack the players.
@author Sven2
*/
local Name="$Name$";
local Description="$Description$";
local Visibility=VIS_Editor;
local SPAWNCOUNT_INFINITE = 0x7fffffff; // magic value for spawn_count: Infinite enemy count. (must be a big value)
local active; // Triggered or currently spawning
local waiting_for_script_player; // Set to true if rule was activated but still waiting for
local enemy = nil; // No enemy defined
local spawn_position = nil; // Where / in which range to spawn
local spawn_count = 1; // Number of enemies to spawn. SPAWNCOUNT_INFINITE for infinite.
local spawn_delay = 0; // Delay after trigger before first spawn
local spawn_interval = 30; // Delay between spawned enemies
local attack_path = nil; // Optional: Array of points along which the spawned enemy moves/attacks
local auto_activate = false; // If true, the object is activated on the first player join
local max_concurrent_enemies = SPAWNCOUNT_INFINITE; // May be set to a smaller value to limit the amount of enemies spawned in parallel. Only works with spawn_delay>0.
local has_been_activated; // Set to true after first activation. Not saved in scenario.
local spawn_action; // UserAction excuted on each spawned enemy
local spawned_count; // Number of enemies already spawned in current wave
local spawned_enemies; // Array of spawned enemies. Automatically cleared when clonks die.
local num_enemies_defeated = 0; // Increased for each defeated clonk of this spawner
local num_waves_defeated = 0; // Increased after each defeated activation
local EnemyDefs; // Proplist of possible enemy spawn definitions; indexed by Type
static g_enemyspawn_player; // player number of attacking player
public func IsEnemySpawn() { return true; }
/* Parameter interface */
public func SetEnemy(proplist new_enemy) { enemy = new_enemy; UpdateEnemyDisplay(); }
public func SetSpawnPosition(proplist new_spawn_position) { spawn_position = new_spawn_position; }
public func SetSpawnCount(int new_spawn_count) { spawn_count = new_spawn_count; }
public func SetSpawnDelay(int new_spawn_delay) { spawn_delay = new_spawn_delay; }
public func SetSpawnInterval(int new_spawn_interval) { spawn_interval = new_spawn_interval; }
public func SetAttackPath(array new_attack_path) { attack_path = new_attack_path; }
public func SetAutoActivate(bool new_auto_activate) { auto_activate = new_auto_activate; }
public func SetMaxConcurrentEnemies(int new_max_concurrent_enemies) { max_concurrent_enemies = new_max_concurrent_enemies; }
/* Initialization */
public func Initialize()
{
// Default attack path
var tx=0, ty=0;
if (GetY() < 100 && LandscapeHeight() > 400)
{
ty = 100;
}
else
{
if (GetX() < LandscapeWidth()/2) tx = Min(100, LandscapeWidth()-GetX()-8); else tx = Max(-100, -GetX()+8);
}
attack_path = [{X=tx, Y=ty}];
spawned_enemies = [];
// Make sure there's an enemy script player
if (!GetType(g_enemyspawn_player))
{
// Look for existing enemy player
for (var iplr = 0; iplr < GetPlayerCount(C4PT_Script); ++iplr)
{
var plr = GetPlayerByIndex(iplr, C4PT_Script);
if (GetScriptPlayerExtraID(plr) == GetID())
{
g_enemyspawn_player = plr;
break;
}
}
// Otherwise join it
if (!GetType(g_enemyspawn_player))
{
g_enemyspawn_player = NO_OWNER; // Sentinel value: Script player join scheduled but not joined yet
CreateScriptPlayer("$PlayerAttackers$", nil, 0, CSPF_NoEliminationCheck | CSPF_Invisible | CSPF_FixedAttributes | CSPF_NoScenarioInit | CSPF_NoScenarioSave, GetID());
}
}
}
private func IsEnemySpawnPlayerJoined()
{
return GetType(g_enemyspawn_player) && (g_enemyspawn_player != NO_OWNER);
}
public func InitializeScriptPlayer(int plr, int team)
{
// Init the enemy script player: Hostile to all players
if (g_enemyspawn_player == NO_OWNER)
{
// Handle hostility if not done through teams
for (var iplr = 0; iplr < GetPlayerCount(C4PT_User); ++iplr)
{
SetHostility(GetPlayerByIndex(iplr, C4PT_User), plr, true, true, true); // triple true hostility!
}
g_enemyspawn_player = plr;
}
// Perform delayed activation
for (var inst in FindObjects(Find_ID(this)))
{
if (inst.waiting_for_script_player)
{
inst->ActivateSpawn();
}
}
}
public func InitializePlayer(int plr, int x, int y, object base, int team, extra_id)
{
if (GetPlayerType(plr) == C4PT_User && IsEnemySpawnPlayerJoined())
{
// Make sure new enemy players are hostile
SetHostility(g_enemyspawn_player, plr, true, true, true);
}
}
/* Enemy spawning */
public func StartSpawn()
{
// Timed spawn or immediate spawn?
if (spawn_interval > 0 && spawn_count > 1)
{
// First enemy comes immediately. Then scheduled.
Spawn();
ScheduleCall(this, this.Spawn, spawn_interval, SPAWNCOUNT_INFINITE); // scheduler is removed once desired spawn count has been reached
}
else
{
// Immediate spawn
// Can't do inifinite and immediate
if (spawn_count == SPAWNCOUNT_INFINITE)
{
SpawnFinished();
FatalError("EnemySpawn: Spawning of infinite enmies without timer delay disabled, because it would destroy the universe in a big boom (Hawking, Stephen W. \"Black hole explosions.\" Nature 248.5443 (1974): 30-31.)");
}
for (var i = 0; i < spawn_count; ++i)
{
Spawn();
}
}
}
private func SpawnFinished()
{
// Stop spawning timer
ClearScheduleCall(this, this.Spawn);
// All enemies have been spawned. Mark inactive.
active = waiting_for_script_player = false;
SetClrModulation();
spawned_count = 0;
// Count finished waves
if (!GetLength(spawned_enemies)) WaveDefeated();
}
private func GetAttackPath(int off_x, int off_y)
{
// Get attack path in global coordinates
if (!attack_path) return [ { X = off_x, Y = off_y } ];
var global_attack_path = CreateArray(GetLength(attack_path)), i;
for (var pt in attack_path)
{
global_attack_path[i++] = { X = off_x + pt.X, Y = off_y + pt.Y };
}
return global_attack_path;
}
private func Spawn()
{
// Check concurrent enemy limit
if (GetAliveEnemyCount() >= max_concurrent_enemies) return;
// Find a spawn location
var spawn_pos = GetSpawnPosition();
// Spawn the actual enemy
if (enemy)
{
var enemy_def = EnemyDefs[enemy.Type];
var spawn_function = enemy_def.SpawnFunction;
// Attack path may be relative to spawner or relative to the actual object creation position (e.g. for rockets created in a range)
var use_attack_path;
if (enemy_def.OffsetAttackPathByPos)
{
use_attack_path = GetAttackPath(spawn_pos[0], spawn_pos[1]);
}
else
{
use_attack_path = GetAttackPath(GetX(), GetY());
}
// Do spawn
var enemies = (enemy_def.SpawnCallTarget ?? GetID())->Call(spawn_function, spawn_pos, enemy, enemy_def, use_attack_path, this);
// Keep track of enemies. Could be returned as a single enemy or as an array
var first_enemy;
if (GetType(enemies) == C4V_Array)
{
for (var obj in enemies)
{
TrackSpawnedEnemy(obj);
}
first_enemy = enemies[0];
}
else
{
TrackSpawnedEnemy(enemies);
first_enemy = enemies;
}
// Perform spawn action
if (first_enemy) UserAction->EvaluateAction(spawn_action, this, first_enemy);
if (!this) return;
}
// Keep track of count
if (++spawned_count == spawn_count)
{
SpawnFinished();
}
}
public func TrackSpawnedEnemy(object enemy)
{
// Remember any spawned enemies
if (enemy)
{
enemy.EnemySpawn_source = this;
spawned_enemies[GetLength(spawned_enemies)] = enemy;
}
}
public func OnRocketDeath(object rocket, int killed_by)
{
return OnClonkDeath(rocket, killed_by);
}
public func OnClonkDeath(object clonk, int killed_by)
{
if (clonk.EnemySpawn_source == this)
{
var idx = GetIndexOf(spawned_enemies, clonk);
var n = GetLength(spawned_enemies) - 1;
if (idx >= 0)
{
if (idx < n)
{
spawned_enemies[idx] = spawned_enemies[n];
}
SetLength(spawned_enemies, n);
}
}
}
public func HasBeenActivated()
{
// Has the spawn ever been activated?
return has_been_activated;
}
public func IsCleared()
{
// Did the spawn finish spawning and are all enemies killed?
return has_been_activated && !active && !waiting_for_script_player && !GetAliveEnemyCount();
}
public func GetAliveEnemyCount()
{
var count = 0;
for (var aenemy in spawned_enemies) count += !!aenemy;
return count;
}
private func WaveDefeated()
{
// Just keep track of the count
++num_waves_defeated;
}
public func CancelSpawn()
{
// Stop any spawning timers
ClearScheduleCall(this, this.StartSpawn);
ClearScheduleCall(this, this.Spawn);
// Mark inactive
SpawnFinished();
}
public func RemoveSpawnedEnemies()
{
// Remove all spawned enemies
for (var i = GetLength(spawned_enemies); i>=0; --i)
{
var aenemy = spawned_enemies[i];
if (aenemy)
{
aenemy->RemoveObject();
}
}
spawned_enemies = [];
}
public func ActivateSpawn()
{
// Already triggered or still running?
if (active) return;
// Remember activation
has_been_activated = true;
// Needs to wait for script player join?
if (!IsEnemySpawnPlayerJoined())
{
waiting_for_script_player = true;
return;
}
// Activate
waiting_for_script_player = false;
active = true;
SetClrModulation(0xffff2020);
if (spawn_delay)
{
ScheduleCall(this, this.StartSpawn, spawn_delay, 1);
}
else
{
StartSpawn();
}
}
public func GetSpawnPosition()
{
// Evaluate spawn position setting
if (spawn_position)
{
var spawn_position_mode = spawn_position.Mode;
if (spawn_position_mode == "range")
{
// Random position in a circle around this position
var r = Sqrt(Random(spawn_position.Radius * spawn_position.Radius));
var ang = Random(360);
return [GetX() + Sin(ang, r), GetY() + Cos(ang, r)];
}
else if (spawn_position_mode == "rectangle")
{
var rect = spawn_position.Area;
return [GetX() + rect[0] + Random(rect[2]), GetY() + rect[1] + Random(rect[3])];
}
}
// Default: Spawn here
return [GetX(), GetY()];
}
public func InitializePlayers()
{
// Activate auto-triggered spawns
if (auto_activate) ActivateSpawn();
}
/* Clonk spawning */
public func SpawnClonk(array pos, proplist clonk_data, proplist enemy_def, array clonk_attack_path, object spawner)
{
// Spawn it
var clonk = CreateObject(Clonk, pos[0], pos[1], g_enemyspawn_player);
if (!clonk) return [];
clonk->SetController(g_enemyspawn_player);
clonk->MakeCrewMember(g_enemyspawn_player);
// Enemy visuals
if (clonk_data.Skin)
{
clonk->SetSkin(clonk_data.Skin);
}
if (!clonk_data.Backpack)
{
clonk->~RemoveBackpack();
}
if (clonk_data.ScaleX != 100 || clonk_data.ScaleY != 100)
{
var scale_z = (clonk_data.ScaleX + clonk_data.ScaleY) / 2;
clonk->SetMeshTransformation(Trans_Scale(clonk_data.ScaleX, clonk_data.ScaleY, scale_z), CLONK_MESH_TRANSFORM_SLOT_Scale);
}
if (clonk_data.Name && GetLength(clonk_data.Name))
{
clonk->SetName(clonk_data.Name);
}
clonk->SetColor(clonk_data.Color);
// Physical properties
clonk.MaxEnergy = clonk_data.Energy * 1000;
clonk->DoEnergy(10000);
if (clonk_data.Speed != 100)
{
// Speed: Modify Speed in all ActMap entries
if (clonk.ActMap == clonk.Prototype.ActMap) clonk.ActMap = new clonk.ActMap {};
for (var action in GetProperties(Clonk.ActMap))
{
if (action == "Prototype") continue;
if (clonk.ActMap[action] == clonk.Prototype.ActMap[action]) clonk.ActMap[action] = new clonk.ActMap[action] {};
clonk.ActMap[action].Speed = clonk.ActMap[action].Speed * clonk_data.Speed / 100;
}
clonk.JumpSpeed = clonk.JumpSpeed * clonk_data.Speed / 100;
clonk.FlySpeed = clonk.FlySpeed * clonk_data.Speed / 100;
}
clonk.MaxContentsCount = 1;
// Reward for killing enemy
clonk.Bounty = clonk_data.Bounty;
// AI
var fx_ai = AI->AddAI(clonk);
AI->SetMaxAggroDistance(clonk, Max(LandscapeWidth(), LandscapeHeight()));
var guard_range = clonk_data.GuardRange;
if (!guard_range)
{
// Automatic guard range around attack path
var guard_min_x = spawner->GetX();
var guard_min_y = spawner->GetY();
var guard_max_x = guard_min_x, guard_max_y = guard_min_y;
for (var attack_pos in clonk_attack_path)
{
guard_min_x = Min(guard_min_x, attack_pos.X);
guard_min_y = Min(guard_min_y, attack_pos.Y);
guard_max_x = Max(guard_max_x, attack_pos.X);
guard_max_y = Max(guard_max_y, attack_pos.Y);
}
guard_range = { x=guard_min_x-300, y=guard_min_y-150, wdt=guard_max_x-guard_min_x+600, hgt=guard_max_y-guard_min_y+300 };
}
AI->SetGuardRange(clonk, guard_range.x,guard_range.y,guard_range.wdt,guard_range.hgt);
if (clonk_data.AttackMode)
{
AI->SetAttackMode(clonk, clonk_data.AttackMode.Identifier);
}
AI->SetAttackPath(clonk, clonk_attack_path);
// Attack speed on weapon
if (clonk_data.AttackSpeed != 100 && fx_ai && fx_ai.default_weapon)
{
fx_ai.default_weapon->~SetSpeedMultiplier(clonk_data.AttackSpeed);
}
// Shield
if (clonk_data.Shield)
{
clonk->CreateContents(Shield);
}
// Return clonk to be added to spawned enemy list
return clonk;
}
public func SpawnAICreature(proplist enemy_data, pos, enemy_def, attack_path, spawner)
{
if (enemy_data && enemy_data.Type == "Clonk")
{
// Only Clonks supported for now
return SpawnClonk(pos, enemy_data.Properties, enemy_def, attack_path, spawner);
}
}
/* Display */
private func UpdateEnemyDisplay()
{
// Show enemy type as text above this object
var msg;
if (enemy)
{
var enemy_def = EnemyDefs[enemy.Type];
if (enemy_def.GetInfoString)
{
// Custom dynamic info string
msg = enemy_def->GetInfoString(enemy);
}
else if (enemy_def.InfoString)
{
// Custom fixed info string
msg = enemy_def.InfoString;
}
else if (enemy_def.SpawnType)
{
// No info string. Fall back to object ID.
msg = Format("{{%i}}", enemy_def.SpawnType);
}
else
{
// Can't happen.
msg = enemy_def.Name ?? "??";
}
}
if (msg) Message("@%s", msg); else Message("");
}
public func EditorPropertyChanged()
{
return UpdateEnemyDisplay();
}
/* Editor props and actions */
public func Definition(def)
{
// EditorActions
if (!def.EditorActions) def.EditorActions = {};
def.EditorActions.Activate = { Name="$Activate$", EditorHelp = "$ActivateHelp$", Command="ActivateSpawn()" };
def.EditorActions.Stop = { Name="$Stop$", EditorHelp = "$StopHelp$", Command="CancelSpawn()" };
def.EditorActions.RemoveSpawnedEnemies = { Name="$RemoveSpawnedEnemies$", EditorHelp = "$RemoveSpawnedEnemiesHelp$", Command="RemoveSpawnedEnemies()" };
// UserActions
UserAction->AddEvaluator("Action", "$Name$", "$ActActivate$", "$ActivateHelp$", "enemy_spawn_set_active", [def, def.EvalAct_Activate], { Target = { Function="action_object" } }, { Type="proplist", EditorProps = {
Target = UserAction->GetObjectEvaluator("IsEnemySpawn", "$Name$")
} } );
UserAction->AddEvaluator("Action", "$Name$", "$ActStop$", "$StopHelp$", "enemy_spawn_stop", [def, def.EvalAct_Stop], { Target = { Function="action_object" } }, { Type="proplist", EditorProps = {
Target = UserAction->GetObjectEvaluator("IsEnemySpawn", "$Name$")
} } );
// UserAction evaluators
var kill_check_options = { Name="$KillCheckTarget$", Type="enum", Options=[
{ Name="$AllSpawners$", EditorHelp="$KillCheckAllSpawnersHelp$" },
{ Name="$ThisSeqeunceSpawners$", EditorHelp="$ThisSequenceSpawnersHelp$", OptionKey="Function", Value={ Function="this_context" } },
{ Name="$SpecificSpawner$", EditorHelp="$SpecificSpawnerHelp$",
OptionKey="Function", Value={ Function="specified" }, ValueKey="Object",
Delegate=UserAction->GetObjectEvaluator("IsEnemySpawn", "$SpecificSpawner$", "$SpecificSpawnerHelp$")
} ] };
UserAction->AddEvaluator("Boolean", nil, "$AllEnemiesKilled$", "$AllEnemiesKilledHelp$", "spawned_enemies_killed", [def, def.EvalBool_SpawnedEnemiesKilled], { }, kill_check_options, "Spawner");
// EditorProps
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.spawn_position = { Name="$SpawnPosition$", Type="enum", OptionKey="Mode", Set="SetSpawnPosition", Save="SpawnPosition", Options = [
{ Name="$Here$" },
{ Name="$InRange$", EditorHelp="$SpawnInRangeHelp$", Value={ Mode="range", Radius=25 }, ValueKey="Radius", Delegate={ Type="circle", Color=0xff8000, Relative=true } },
{ Name="$InRect$", EditorHelp="$SpawnInRectHelp$", Value={ Mode="rectangle", Area=[-20, -20, 40, 40] }, ValueKey="Area", Delegate={ Type="rect", Color=0xff8000, Relative=true } }
] };
def.EditorProps.spawn_count = { Name="$SpawnCount$", EditorHelp="$SpawnCountHelp$", Type="enum", Set="SetSpawnCount", Save="SpawnCount", Options = [
{ Name="$Infinite$", Value=SPAWNCOUNT_INFINITE },
{ Name="$FixedNumber$", Value=1, Type=C4V_Int, Delegate={ Type="int", Min=1, Set="SetSpawnCount", SetRoot=true } }
] };
def.EditorProps.spawn_delay = { Name="$SpawnDelay$", EditorHelp="$SpawnDelayHelp$", Type="int", Min=0, Set="SetSpawnDelay", Save="SpawnDelay" };
def.EditorProps.spawn_interval = { Name="$SpawnInterval$", EditorHelp="$SpawnIntervalHelp$", Type="int", Min=0, Set="SetSpawnInterval", Save="SpawnInterval" };
def.EditorProps.attack_path = { Name="$AttackPath$", EditorHelp="$AttackPathHelp$", Type="polyline", StartFromObject=true, DrawArrows=true, Color=0xdf0000, Relative=true, Save="AttackPath" }; // always saved
def.EditorProps.auto_activate = { Name="$AutoActivate$", EditorHelp="$AutoActivateHelp$", Type="bool", Set="SetAutoActivate", Save="AutoActivate" };
def.EditorProps.max_concurrent_enemies = { Name="$MaxConcurrent$", EditorHelp="$MaxConcurrentHelp$", Type="enum", Set="SetMaxConcurrentEnemies", Save="MaxConcurrentEnemies", Options = [
{ Name="$Unlimited$", Value=SPAWNCOUNT_INFINITE },
{ Name="$FixedNumber$", Value=1, Type=C4V_Int, Delegate={ Type="int", Min=1, Set="SetMaxConcurrentEnemies", SetRoot=true } }
] };
def.EditorProps.spawn_action = new UserAction.Prop { Name="$SpawnAction$", EditorHelp="$SpawnActionHelp$", Save="SpawnAction" };
AddEnemyDef("Clonk", { SpawnType=Clonk, SpawnFunction=def.SpawnClonk, GetInfoString=GetAIClonkInfoString }, def->GetAIClonkDefaultPropValues(), def->GetAIClonkEditorProps());
}
public func GetAIClonkEditorProps()
{
// Return an editor props delegate for AI clonks
if (!this.AIClonkEditorProps)
{
var props = {};
props.AttackMode = new AI->GetControlEffect().EditorProps.attack_mode { Set=nil, Priority=100 };
props.GuardRange = { Name="$AttackRange$", EditorHelp="$AttackRangeHelp$", Type="enum", Options = [
{ Name="$Automatic$", EditorHelp="$AutomaticGuardRangeHelp$"},
{ Name="$Custom$", Type=C4V_PropList, Value={}, DefaultValueFunction=this.GetDefaultAIRect, Delegate=AI->GetControlEffect().EditorProps.guard_range }
] };
props.Color = { Name="$Color$", Type="color" };
props.Bounty = { Name="$Bounty$", EditorHelp="$BountyHelp$", Type="int", Min=0, Max=100000 };
props.ScaleX = { Name="$ScaleX$", EditorHelp="$ScaleXHelp$", Type="int", Min=50, Max=1000 };
props.ScaleY = { Name="$ScaleY$", EditorHelp="$ScaleYHelp$", Type="int", Min=50, Max=1000 };
props.Speed = { Name="$Speed$", EditorHelp="$SpeedHelp$", Type="int", Min=5 };
props.Energy = { Name="$Energy$", EditorHelp="$EnergyHelp$", Type="int", Min=1, Max=100000 };
props.Backpack = { Name="$Backpack$", EditorHelp="$BackpackHelp$", Type="bool" };
props.Shield = { Name="$Shield$", EditorHelp="$ShieldHelp$", Type="bool" };
props.AttackSpeed = { Name="$AttackSpeed$", EditorHelp="$AttackSpeedHelp$", Type="int", Min = 1, Max = 20000 };
this.AIClonkEditorProps = { Type="proplist", Name=Clonk->GetName(), EditorProps=props, Priority=100 };
}
return this.AIClonkEditorProps;
}
public func GetAIClonkDefaultPropValues(string attack_mode)
{
// Default settings for AI enemy clonks
return {
AttackMode = { Identifier=attack_mode ?? "Sword" },
Color = 0xff0000,
Bounty = 0,
ScaleX = 100,
ScaleY = 100,
Speed = 100,
Energy = 50,
Backpack = false,
Shield = false,
AttackSpeed = 100,
};
}
public func GetAICreatureEditorProps(proplist default_clonk_properties, string none_help)
{
// TODO: Allow registration of more creature types
var props = {
Type="enum", ValueKey="Properties", OptionKey="Type", Options=[
{ Name="$None$", EditorHelp=none_help },
{ Name=Clonk->GetName(), Value={
Type="Clonk",
Properties=default_clonk_properties ?? EnemySpawn->GetAIClonkDefaultPropValues()
},
Delegate=EnemySpawn->GetAIClonkEditorProps() }
] };
return props;
}
public func GetAIClonkInfoString(proplist enemy_props)
{
// Spawn info string shown above enemy spawns
var msg = "{{Clonk}}";
var attack_mode = AI.AttackModes[enemy_props.AttackMode.Identifier];
var str = attack_mode->~GetInfoString(enemy_props.AttackMode);
if (str) msg = Format("%s%s", msg, str);
return msg;
}
public func GetAICreatureInfoString(proplist enemy_props)
{
// Spawn info string shown above enemy spawns
if (enemy_props)
{
if (enemy_props.Type == "Clonk") return GetAIClonkInfoString(enemy_props.Properties);
}
return "";
}
private func SetAIClonkAttackMode(proplist attack_mode)
{
this.AttackMode.Identifier = attack_mode.Identifier;
}
private func GetDefaultAIRect(object target_object, proplist props)
{
// Default attack rectangle around spawner
var r = {};
if (target_object)
{
r.x = target_object->GetX()-300;
r.y = target_object->GetY()-150;
r.wdt = 600;
r.hgt = 300;
}
return r;
}
public func AddEnemyDef(identifier, enemy_def, default_value, parameter_delegate)
{
// First-time setup of enemy selection in editor
if (!this.EditorProps) this.EditorProps = {};
if (!this.EditorProps.enemy) this.EditorProps.enemy = {
Name = "$Enemy$",
EditorHelp = "$EnemyHelp$",
Type = "enum",
OptionKey = "Type",
Set = "SetEnemy",
Save = "Enemy",
Sorted = true,
Priority = 100,
Options = [ { Name="$None$", Priority=100 } ] };
if (!this.EnemyDefs) this.EnemyDefs = {};
// Remember definition
this.EnemyDefs[identifier] = enemy_def;
// Add editor selection
if (!default_value) default_value = {};
default_value.Type = identifier;
var enemy_opt = {
Name=enemy_def.Name ?? enemy_def.SpawnType->GetName(),
EditorHelp=enemy_def.EditorHelp,
Delegate=parameter_delegate,
Value=default_value
};
var opts = this.EditorProps.enemy.Options;
opts[GetLength(opts)] = enemy_opt;
}
private func EvalAct_Activate(proplist props, proplist context)
{
// User action: Activate spawner.
var spawner = UserAction->EvaluateValue("Object", props.Target, context);
if (!spawner || !spawner->IsEnemySpawn())
{
return;
}
// Remember all activated spawners
if (!context.activated_enemy_spawns)
context.activated_enemy_spawns = [spawner];
else if (GetIndexOf(context.activated_enemy_spawns, spawner) == -1)
context.activated_enemy_spawns[GetLength(context.activated_enemy_spawns)] = spawner;
// Activate!
spawner->ActivateSpawn();
}
private func EvalAct_Stop(proplist props, proplist context)
{
// User action: Cancel spawner activation.
// Keep in activated spawner list because enemies may already have been spawned
var spawner = UserAction->EvaluateValue("Object", props.Target, context);
if (!spawner || !spawner->IsEnemySpawn())
{
return;
}
spawner->CancelSpawn();
}
private func EvalBool_SpawnedEnemiesKilled(proplist props, proplist context)
{
// User action evaluator: Enemy spawn cleared
var spawner = props.Spawner;
if (!spawner)
{
// Check if there's an activated, un-cleared spawner anywhere on the map
return !FindObject(Find_Func("IsEnemySpawn"), Find_Func("HasBeenActivated"), Find_Not(Find_Func("IsCleared")));
}
if (spawner.Function == "this_context")
{
// Check if all spawns activated in this context have been cleared
if (context.activated_enemy_spawns)
for (var spawn in context.activated_enemy_spawns)
if (!spawn->IsCleared())
return false;
return true;
}
// Must be specified spawner now
// Specified spawner must exist and be both activated and cleared
var obj = UserAction->EvaluateValue("Object", spawner.Object, context);
return obj && obj->~IsEnemySpawn() && obj->IsCleared();
}
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