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/*-- 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();
}
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