File: Script.c

package info (click to toggle)
openclonk 8.1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 169,500 kB
  • sloc: cpp: 180,478; ansic: 108,988; xml: 31,371; python: 1,223; php: 767; makefile: 139; sh: 101; javascript: 34
file content (200 lines) | stat: -rw-r--r-- 4,358 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
/*-- Sprout Berry Bush --*/



local Name = "$Name$";
local Description = "$Description$";
local Touchable = 0;
local sprout_count;
local max_sprouts;
local grown_sprouts_count;
local saved_water;
local last_checked_y;
local sprout_evolve_counter;

static const SproutBerryBush_average_flower_time = 300; // in seconds
static const SproutBerryBush_water_per_sprout = 50;
static const SproutBerryBush_water_per_berry = 10;
static const SproutBerryBush_max_sprouts = 8;
static const SproutBerryBush_evolve_steps_per_new_sprout = 2;

// static function
func Place(int amount, proplist area, proplist settings)
{
	// No calls to objects, only definitions
	if (GetType(this) == C4V_C4Object) return;
	// Default parameters
	amount = amount ?? (LandscapeWidth() / 150);
	settings = settings ?? { growth = 100000, keep_area = false };
	settings.growth = settings.growth ?? 100000;
		
	var plants = [];
	while(amount > 0)
	{
		// place some sprout berries
		var bush = PlaceVegetation(SproutBerryBush, 0, 0, LandscapeWidth(), LandscapeHeight(), 100000, area);
		if(!bush) break;
		--amount;
		PushBack(plants, bush);
		var cluster = Random(3) + 3;
		while(cluster > 0 && amount > 0)
		{
			var p = PlaceVegetation(SproutBerryBush, bush->GetX() - 200, bush->GetY() - 200, 400, 400, 100000);
			if(!p) break;
			--amount;
			--cluster;
			PushBack(plants, p);
		}
	}
	return plants;
}

func Construction()
{
	SetCon(100);
	_inherited(...);
}

private func Initialize()
{
	sprout_evolve_counter = 0;
	sprout_count = 0;
	max_sprouts = 2;
	ScheduleCall(this, "PostInit", 1);
	
	// no instant berries!
	AddEffect("DontFlower", this, 1, 35 * SproutBerryBush_average_flower_time + RandomX(-400,400), this);
	AddTimer("Sprout", 40);
}

public func IsTree() { return false; }

func GrowNormally()
{
	AddEffect("GrowNormally", this, 1, 2, this);
}

// scenario initialization?
func PostInit()
{
	if(GetEffect("GrowNormally", this)) return;
	QuickSprout();
	// some starting water
	saved_water = (SproutBerryBush_water_per_sprout * 3) / 2;
}

func QuickSprout()
{
	for(var i = 0; i < 3; ++i)
	{
		var sprout = CreateObjectAbove(SproutBerryBush_Sprout, 0, 15, GetOwner());
		++sprout_count;
		sprout->InitGrown(this);
	}	
}

func Sprout()
{
	// sprouts need water
	// however - could explode when too much water around
	if(saved_water < SproutBerryBush_water_per_sprout*2)
	{
		// get ground position
		var i = 1;
		for(; i < 10; i += 2)
		{
			if(GBackSolid(0, last_checked_y + i)) break;
		}
		last_checked_y += i - 2;
		if(GBackSolid(0, last_checked_y))
		{
			for(var i = 0; i > -10;--i)
			{
				if(!GBackSolid(0, last_checked_y + i))
				{
					last_checked_y += i;
					break;
				}
			}
			last_checked_y = BoundBy(last_checked_y, -15, 15);
		}
		var amnt = ExtractMaterialAmount(0, last_checked_y, Material("Water"), 10);
		saved_water += amnt;
		
		// can't sprout anyway
		if(saved_water < SproutBerryBush_water_per_sprout)
			return;
	}
	
	if(Random(4)) return;
	
	
	// might start flower time
	if(!GetEffect("DontFlower", this))
	{
		if(!Random(4)) StartSeason();
	}
	
	// don't sprout no more?
	if(sprout_count >= max_sprouts) return;
	// one still growing?
	if(grown_sprouts_count != sprout_count) return;
	
	// still owie?
	if(GetEffect("Hurt", this)) return;
	
	// old bush grows stronger!
	if(sprout_evolve_counter >= SproutBerryBush_evolve_steps_per_new_sprout)
	{
		if(max_sprouts < SproutBerryBush_max_sprouts)
			++ max_sprouts;
		sprout_evolve_counter -= SproutBerryBush_evolve_steps_per_new_sprout;
	}
	
	// create new sprout
	var sprout = CreateObjectAbove(SproutBerryBush_Sprout, 0, 15, GetOwner());
	++sprout_count;
	sprout->Init(this);
	saved_water -= SproutBerryBush_water_per_sprout;
}

func StartSeason(int time)
{
	if(time == nil)
		time = 35 * 8;
	// blooming time!
	AddEffect("Flower", this, 1, time, this);
	
	// no new season now!
	AddEffect("DontFlower", this, 1, 35 * SproutBerryBush_average_flower_time + RandomX(-200,200), this);
}

func SproutFullyGrown(object which)
{
	++grown_sprouts_count;
}

func IsFlowerTime()
{
	return GetEffect("Flower", this);
}

func LoseSprout(object which)
{
	--sprout_count;
	if(which->IsFullyGrown())
		--grown_sprouts_count;
		
	// that hurt, we should not sprout immediatly again
	AddEffect("Hurt", this, 1, 35*5);
	
	// awwww
	if(sprout_count <= 0)
		RemoveObject();
}


func Die()
{
	RemoveObject();
}