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/**
Shovel
Essential tool for the clonk, used to dig through materials.
@author: Newton, Sven2, Zapper, Maikel
*/
#include Library_Flammable
local is_digging;
/*-- Engine Callbacks --*/
func Hit()
{
Sound("Hits::Materials::Wood::WoodHit?");
}
func Destruction()
{
// Stop shoveling when using the shovel when it's destroyed.
var user = Contained();
if (user)
if (user->GetAction() == "Dig" && user->~GetUsedObject() == this)
{
user->CancelUse();
user->SetAction("Walk");
user->SetComDir(COMD_Stop);
}
}
/*-- Usage --*/
public func IsDigging() { return is_digging; }
public func HoldingEnabled() { return true; }
public func DefaultCrosshairAngle(object clonk, int d) { return 900 * d; }
public func ControlUseStart(object clonk, int x, int y)
{
AddEffect("ShovelDig", clonk, 1, 1, this);
// Temporary workaround to allow clonks to dig free when they are stuck in dirt.
if (clonk->Stuck())
DigFree(clonk->GetX(), clonk->GetY(), 10);
// Initial coordinate setup.
ControlUseHolding(clonk, x, y);
return true;
}
public func ControlUseHolding(object clonk, int x, int y)
{
var dig_effect = GetEffect("ShovelDig", clonk);
if (dig_effect)
{
dig_effect.dig_x = x;
dig_effect.dig_y = y;
dig_effect.dig_angle = Angle(0, 0, x, y);
}
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
return ControlUseStop(clonk, x, y);
}
public func ControlUseStop(object clonk, int x, int y)
{
is_digging = false;
RemoveEffect("ShovelDig", clonk);
if (clonk->GetAction() != "Dig")
return true;
clonk->SetXDir(0);
clonk->SetYDir(0);
return true;
}
public func FxShovelDigTimer(object clonk, effect fx, int time)
{
// Left the clonk?
if (Contained() != clonk)
{
if (clonk->GetAction() == "Dig")
{
clonk->SetAction("Walk");
clonk->SetComDir(COMD_Stop);
}
return FX_Execute_Kill;
}
var xdir_boost = 0, ydir_boost = 0;
// Currently not digging?
if (clonk->GetAction() != "Dig" || clonk->GBackLiquid(0, -4))
{
var is_scaling = (clonk->GetProcedure() == "SCALE");
var can_dig = (clonk->GetAction() == "Walk" || is_scaling || clonk->GetProcedure() == "HANGLE");
// Prevent clonk from starting to dig if in deep liquid.
if (clonk->GBackLiquid(0, -4))
can_dig = false;
if (can_dig)
{
clonk->SetAction("Dig");
clonk->SetComDir(COMD_Stop);
if (is_scaling)
{
// Speed boost when Clonk started digging from scaling, so we don't drop down.
var clnk_xdir = clonk->GetDir() * 2 - 1;
// Only if player actually wants to go sideways in the scaling direction (|x|>|y| and sign(x)==sign(clnk_xdir)).
if (Abs(fx.dig_x) > Abs(fx.dig_y) && fx.dig_x * clnk_xdir > 0)
{
// Not if standing on ground (to prevent speed boost digging) or on ceiling (to make working your way upwards through earth a little harder).
if (!clonk->GetContact(-1, CNAT_Top | CNAT_Bottom))
{
xdir_boost = clnk_xdir * 1000;
ydir_boost = -100;
}
}
}
}
else
{
if (is_digging)
{
is_digging = false;
}
return FX_OK;
}
}
// Dig start procedure
if (!is_digging && clonk->GetAction() == "Dig")
{
is_digging = true;
fx.stuck_count = 0;
}
if (is_digging)
{
// Get animation-adjusted dig speed.
var speed = this->GetDigSpeed(clonk);
// Limit the digging angle: one can dig maximally 30 degrees upwards.
fx.dig_angle = BoundBy(fx.dig_angle, 60, 300);
// Also snap the dig angle to straight lines at 0, 90, 180 and 270 degrees with a 5 degree margin.
var margin = 5;
if (Inside(fx.dig_angle % 90, 0, margin) || Inside(fx.dig_angle % 90, 90 - margin, 90))
fx.dig_angle = 90 * ((fx.dig_angle + margin) / 90);
var dig_xdir = Sin(fx.dig_angle, speed);
var dig_ydir = -Cos(fx.dig_angle, speed);
// Stuck-check: When player wants to go horizontally while standing on the ground but can't, add a vertical redirect
// This helps with Clonks getting "stuck" not moving on certain terrain when dig speed is not sufficient to push him up a slope
// It also helps e.g. when just digging through earth just above rock, because it will nudge the clonk over the rock
if (!clonk->GetXDir(100) && !clonk->GetYDir(100) && GetContact(-1, CNAT_Bottom) && Abs(dig_xdir) > Abs(dig_ydir) && Abs(dig_xdir) > 10)
{
if (fx.stuck_count++)
ydir_boost -= 100;
}
else
{
fx.stuck_count = 0;
}
clonk->SetXDir(dig_xdir + xdir_boost, 100);
clonk->SetYDir(dig_ydir + ydir_boost, 100);
// Dust
if (!Random(10))
Dust(clonk);
}
return FX_OK;
}
func GetDigSpeed(object clonk)
{
var speed = clonk.ActMap.Dig.Speed;
if (clonk->GetActTime() <= clonk.ActMap.Dig.Length * 3 / 4)
{
// Adjust speed at current animation position.
var animation = clonk->GetDiggingAnimation();
var position = clonk->GetAnimationPosition(animation) * 180 / clonk->GetAnimationLength("Dig");
speed = 2 * speed * Cos(position - 45, 50)**2 / 2500;
}
return speed;
}
public func Dust(object target)
{
// Only when the clonk moves the shovel.
var animation = target->GetDiggingAnimation();
var position = target->GetAnimationPosition(animation) * 100 / target->GetAnimationLength("Dig");
if (position > 50)
return;
var xdir = target->GetXDir();
var ydir = target->GetYDir();
// Particle effect.
var angle = Angle(0, 0, xdir, ydir) + position - 25;
var groundx = Sin(angle, 15);
var groundy = -Cos(angle, 15);
var mat = GetMaterial(groundx, groundy);
var tex = GetTexture(groundx, groundy);
if (GetMaterialVal("DigFree", "Material", mat))
{
var clr = GetAverageTextureColor(tex);
var particles =
{
Prototype = Particles_Dust(),
R = (clr >> 16) & 0xff,
G = (clr >> 8) & 0xff,
B = clr & 0xff,
Size = PV_KeyFrames(0, 0, 0, 300, 20, 1000, 7),
};
CreateParticle("Dust", groundx / 2, groundy / 2, PV_Random(-6, 6), PV_Random(-6, 6), PV_Random(18, 36), particles, 8);
}
return;
}
/*-- Production --*/
public func IsTool() { return true; }
public func IsToolProduct() { return true; }
/*-- Display --*/
public func GetCarryMode(object clonk, bool idle)
{
if (!idle)
return CARRY_Hand;
else
return CARRY_Back;
}
public func GetCarrySpecial(object clonk, bool idle)
{
if (idle) return;
if (clonk->~GetAction() == "Dig") return "pos_hand1";
}
func Definition(proplist def)
{
def.PictureTransformation = Trans_Mul(Trans_Rotate(135, 0, 0, 1), Trans_Rotate(30, 0, 1, 0));
}
/*-- Properties --*/
local Collectible = true;
local Name = "$Name$";
local Description = "$Description$";
local Components = {Wood = 1, Metal = 1};
local BlastIncinerate = 30;
local MaterialIncinerate = true;
local BurnDownTime = 140;
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