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/**
Tutorial 04: Mining Tools
Author: Maikel
Produce loam, transport lorry, produce pickaxe and mine ore.
Following controls and concepts are explained:
* Elevator and lorry interaction.
* Production menu: foundry, workshop.
* Using items: shovel + bucket, barrel, loam, pickaxe.
*/
static guide; // guide object.
protected func Initialize()
{
// Tutorial goal.
var goal = CreateObject(Goal_Tutorial);
goal.Name = "$MsgGoalName$";
goal.Description = "$MsgGoalDescription$";
// Place objects in different sections.
InitVillageEntrance();
InitVillageMain();
InitOreMine();
InitVillageUnderground();
InitVegetation();
InitAnimals();
InitAI();
// Dialogue options -> repeat round.
SetNextMission("Tutorials.ocf\\Tutorial04.ocs", "$MsgRepeatRound$", "$MsgRepeatRoundDesc$");
return;
}
// Gamecall from goals, set next mission.
protected func OnGoalsFulfilled()
{
// Achievement: Tutorial completed.
GainScenarioAchievement("TutorialCompleted", 3);
// Dialogue options -> next round.
SetNextMission("Tutorials.ocf\\Tutorial05.ocs", "$MsgNextTutorial$", "$MsgNextTutorialDesc$");
// Normal scenario ending by goal library.
return false;
}
private func InitVillageEntrance()
{
// Create a signpost.
CreateObjectAbove(EnvPack_Guidepost, 56, 384);
// Wind generator and sawmill for wood production.
CreateObjectAbove(WindGenerator, 224, 384)->MakeInvincible();
CreateObjectAbove(Sawmill, 264, 386)->MakeInvincible();
// A wooden cabin ruin on fire.
CreateObjectAbove(WoodenCabin, 370, 352)->MakeInvincible();
var chest = CreateObjectAbove(Chest, 410, 352);
chest->MakeInvincible();
return;
}
private func InitOreMine()
{
// A foundry halfway down.
var foundry = CreateObjectAbove(Foundry, 456, 488);
foundry->MakeInvincible();
var lantern = foundry->CreateContents(Lantern);
lantern->TurnOn();
foundry->CreateContents(Bucket);
foundry->CreateContents(Barrel);
foundry->CreateContents(Coal, 10);
return;
}
private func InitVillageMain()
{
// Flagpole for power distribution: constructed in tutorial 3.
CreateObjectAbove(Flagpole, 496, 376);
// Elevator, and grain production on the right.
var elevator = CreateObjectAbove(Elevator, 601, 392);
elevator->CreateShaft(262);
elevator->MakeInvincible();
CreateObjectAbove(Windmill, 816, 392)->MakeInvincible();
CreateObjectAbove(Kitchen, 904, 376)->MakeInvincible();
CreateObjectAbove(Loom, 560, 392)->MakeInvincible();
Wheat->Place(40 + Random(10), Rectangle(704, 352, 80, 64));
Cotton->Place(3, Rectangle(654, 352, 40, 64));
CreateObjectAbove(StrawMan, 714, 391);
CreateObjectAbove(StrawMan, 762, 391);
// Stone door to protect the village.
var door = CreateObjectAbove(StoneDoor, 1004, 376);
var wheel = CreateObjectAbove(SpinWheel, 972, 376);
wheel->SetSwitchTarget(door);
// Tools and armory down below.
CreateObjectAbove(ToolsWorkshop, 698, 504)->MakeInvincible();
CreateObjectAbove(Armory, 772, 504)->MakeInvincible();
CreateObjectAbove(Flagpole, 828, 496)->MakeInvincible();
return;
}
private func InitVillageUnderground()
{
// A wooden cabin ruin.
CreateObjectAbove(WoodenCabin, 562, 568)->MakeInvincible();
// Chemical lab ruin and flagpole on the left of the elevator.
CreateObjectAbove(ChemicalLab, 484, 664)->MakeInvincible();
CreateObjectAbove(Flagpole, 528, 664)->MakeInvincible();
// Steam engine for power supply below.
var engine = CreateObjectAbove(SteamEngine, 780, 752);
engine->CreateContents(Coal, 5);
engine->MakeInvincible();
// Lorry with materials down below.
var lorry = CreateObjectAbove(Lorry, 954, 670);
lorry->CreateContents(Metal, 16);
lorry->CreateContents(Wood, 16);
return;
}
private func InitVegetation()
{
Grass->Place(85);
PlaceObjects(Firestone, 10 + Random(5), "Earth");
PlaceObjects(Rock, 25 + Random(5), "Earth");
Branch->Place(20, nil, {underground = true});
Flower->Place(10);
return;
}
private func InitAnimals()
{
// The wipf as your friend, controlled by AI.
var wipf = CreateObjectAbove(Wipf, 732, 392);
wipf->SetMeshMaterial("WipfSkin");
wipf->SetObjectLayer(wipf);
wipf->EnableTutorialControl();
wipf.Name = "$WipfName$";
wipf.Description = "$WipfDescription$";
// Some wipfs near the grain field.
var wipfs = Wipf->Place(4, Rectangle(640, 352, 180, 40));
for (wipf in wipfs)
{
wipf->SetObjectLayer(wipf);
wipf->EnableTutorialControl();
}
// Some butterflies as atmosphere.
Butterfly->Place(25);
return;
}
// Initializes the AI: which is all defined in System.ocg
private func InitAI()
{
// A lumberjack npc for explaining how to cut trees.
var npc_lumberjack = CreateObjectAbove(Clonk, 192, 384);
npc_lumberjack->SetColor(0xffff00);
npc_lumberjack->SetName("Sato");
npc_lumberjack->SetObjectLayer(npc_lumberjack);
npc_lumberjack->SetSkin(3);
npc_lumberjack->SetDir(DIR_Right);
npc_lumberjack->SetDialogue("Lumberjack");
// A fireman NPC who extinguishes a burning cabin.
var npc_fireman = CreateObjectAbove(Clonk, 340, 352);
npc_fireman->SetName("Hubert");
npc_fireman->SetObjectLayer(npc_fireman);
npc_fireman->SetDir(DIR_Right);
npc_fireman->SetDialogue("Fireman");
npc_fireman->SetAlternativeSkin("MaleDarkHair");
// A builder which tells you where to place the flagpole.
var npc_builder = CreateObjectAbove(Clonk, 504, 376);
npc_builder->SetName("Kummerog");
npc_builder->CreateContents(Hammer);
npc_builder->SetObjectLayer(npc_builder);
npc_builder->SetDir(DIR_Left);
npc_builder->SetDialogue("Builder");
npc_builder->SetAlternativeSkin("Carpenter");
// A farmer near the grain field.
var npc_farmer = CreateObjectAbove(Clonk, 720, 392);
npc_farmer->SetColor(0x00ffff);
npc_farmer->SetName("Genhered");
npc_farmer->SetObjectLayer(npc_farmer);
npc_farmer->SetSkin(1);
npc_farmer->SetDir(DIR_Left);
npc_farmer->SetDialogue("Farmer");
// Lookout.
var npc_lookout = CreateObjectAbove(Clonk, 992, 296);
npc_lookout->SetName("Larry");
npc_lookout->SetObjectLayer(npc_lookout);
npc_lookout->SetDir(DIR_Left);
npc_lookout->SetDialogue("Lookout");
npc_lookout->SetAlternativeSkin("Guard");
// Village head.
var npc_head = CreateObjectAbove(Clonk, 924, 672);
npc_head->SetName("Archibald");
npc_head->SetObjectLayer(npc_head);
npc_head->SetDir(DIR_Left);
npc_head->SetDialogue("VillageHead", true);
npc_head->SetAlternativeSkin("Sage");
return;
}
/*-- Player Handling --*/
protected func InitializePlayer(int plr)
{
// Position player's clonk.
var clonk = GetCrew(plr);
clonk->SetPosition(480, 366);
clonk->CreateContents(Shovel);
var effect = AddEffect("ClonkRestore", clonk, 100, 10);
effect.to_x = 480;
effect.to_y = 366;
// Claim ownership of structures.
for (var structure in FindObjects(Find_Or(Find_Category(C4D_Structure), Find_Func("IsFlagpole"))))
structure->SetOwner(plr);
// Add an effect to the clonk to track the goal.
var goal_effect = AddEffect("TrackGoal", nil, 100, 2);
goal_effect.plr = plr;
// Standard player zoom for tutorials.
SetPlayerViewLock(plr, true);
SetPlayerZoomByViewRange(plr, 400, nil, PLRZOOM_Direct | PLRZOOM_Set);
// Knowledge for the pickaxe construction.
SetPlrKnowledge(plr, Pickaxe);
// Create tutorial guide, add messages, show first.
guide = CreateObject(TutorialGuide, 0, 0, plr);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true, true);
var up = GetPlayerControlAssignment(plr, CON_Up, true, true);
var down = GetPlayerControlAssignment(plr, CON_Down, true, true);
guide->AddGuideMessage(Format("$MsgTutorialVillageHead$", interact, up, down));
guide->ShowGuideMessage();
var effect = AddEffect("TutorialTalkedToVillageHead", nil, 100, 5);
effect.plr = plr;
return;
}
/*-- Intro, Tutorial Goal & Outro --*/
global func FxTrackGoalTimer(object target, proplist effect, int time)
{
if (effect.completed)
{
AddEffect("GoalOutro", target, 100, 5);
// Hide the tutorial guide during the outro.
guide->HideGuide();
// Start the outro sequence which fulfills the goal.
StartSequence("Outro", 0, effect.plr);
return FX_Execute_Kill;
}
return FX_OK;
}
public func ShowLastGuideMessage()
{
guide->AddGuideMessage("$MsgTutorialCompleted$");
guide->ShowGuideMessage();
guide->ShowGuide();
return;
}
/*-- Guide Messages --*/
public func OnHasTalkedToVillageHead()
{
RemoveEffect("TutorialTalkedToVillageHead");
return;
}
global func FxTutorialTalkedToVillageHeadTimer()
{
return FX_OK;
}
global func FxTutorialTalkedToVillageHeadStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
guide->AddGuideMessage("$MsgTutorialLoamProduction$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialGotBucket", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_OK;
}
global func FxTutorialGotBucketTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (clonk && FindObject(Find_ID(Bucket), Find_Container(clonk)))
{
guide->AddGuideMessage("$MsgTutorialFillBucket$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialFilledBucket", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialFilledBucketTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (!clonk)
return FX_OK;
var bucket = FindObject(Find_ID(Bucket), Find_Container(clonk));
if (bucket && bucket->Contents() && bucket->Contents()->~GetStackCount() >= 3)
{
guide->AddGuideMessage("$MsgTutorialGetBarrel$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialGotBarrel", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialGotBarrelTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (clonk && FindObject(Find_ID(Barrel), Find_Container(clonk)))
{
guide->AddGuideMessage("$MsgTutorialFillBarrel$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialFilledBarrel", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialFilledBarrelTimer(object target, proplist effect)
{
var foundry = FindObject(Find_ID(Foundry));
if (!foundry)
return FX_OK;
if (foundry->GetLiquidAmount("Water") >= 100)
{
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProduceLoam$", contents));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialGotLoam", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialGotLoamTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr), Find_InRect(920, 642, 40, 30));
if (!clonk)
return FX_OK;
if (FindObject(Find_ID(Loam), Find_Container(clonk)))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
var interact = GetPlayerControlAssignment(effect.plr, CON_Interact, true, true);
guide->AddGuideMessage(Format("$MsgTutorialMakeLoamBridge$", use, interact));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMovedLorryToWorkshop", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialMovedLorryToWorkshopTimer(object target, proplist effect)
{
if (FindObject(Find_ID(Lorry), Find_InRect(674, 474, 44, 30)))
{
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProducePickaxe$", contents));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialProducedPickaxe", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialProducedPickaxeTimer(object target, proplist effect)
{
var workshop = FindObject(Find_ID(ToolsWorkshop));
if (!workshop)
return FX_OK;
if (FindObject(Find_ID(Pickaxe), Find_Container(workshop)))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialMineOre$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMinedOre", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialMinedOreTimer(object target, proplist effect)
{
var workshop = FindObject(Find_ID(ToolsWorkshop));
if (!workshop)
return FX_OK;
if (ObjectCount(Find_ID(Ore), Find_InRect(260, 600, 128, 68)) >= 3)
{
guide->AddGuideMessage("$MsgTutorialPutOre$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialTalkedToVillageHeadFinished", nil, 100, 5);
new_effect.plr = effect.plr;
// Notify village head ore has been mined.
var dialogue_village_head = Dialogue->FindByName("VillageHead");
if (dialogue_village_head)
dialogue_village_head->SetDialogueProgress(9, nil, true);
// Move village head up.
if (dialogue_village_head)
{
var head = dialogue_village_head->GetDialogueTarget();
var head_ctrl_effect = GetEffect("IntVillageHead", head);
if (head_ctrl_effect)
head_ctrl_effect.move_up = true;
}
return FX_Execute_Kill;
}
return FX_OK;
}
public func OnHasTalkedToVillageHeadFinished()
{
RemoveEffect("TutorialTalkedToVillageHeadFinished");
return;
}
global func FxTutorialTalkedToVillageHeadFinishedTimer()
{
return FX_OK;
}
global func FxTutorialTalkedToVillageHeadFinishedStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
var goal_effect = GetEffect("TrackGoal");
goal_effect.completed = true;
return FX_OK;
}
protected func OnGuideMessageShown(int plr, int index)
{
// Show the elevator case and the village head.
if (index == 0)
{
TutArrowShowTarget(FindObject(Find_ID(ElevatorCase)));
TutArrowShowTarget(FindObject(Find_ID(Clonk), Find_Not(Find_Owner(plr)), Sort_Distance(924, 672)));
}
// Show the gap and the foundry.
if (index == 1)
{
TutArrowShowPos(894, 676, 180);
TutArrowShowTarget(FindObject(Find_ID(Foundry)));
}
// Show where to dig earth.
if (index == 2)
TutArrowShowPos(504, 456, 60);
// Show the foundry.
if (index == 3)
TutArrowShowTarget(FindObject(Find_ID(Foundry)));
// Show where to dive for water.
if (index == 4)
{
TutArrowShowPos(112, 520, 200);
TutArrowShowPos(292, 512, 315);
}
// Show where to stand for loam bridge and show workshop.
if (index == 6)
{
TutArrowShowPos(916, 672, 135);
TutArrowShowTarget(FindObject(Find_ID(ToolsWorkshop)));
}
// Show ore to mine.
if (index == 8)
{
TutArrowShowPos(620, 400, 0);
TutArrowShowPos(400, 398, 240);
TutArrowShowPos(306, 628, 90);
}
return;
}
protected func OnGuideMessageRemoved(int plr, int index)
{
TutArrowClear();
return;
}
/*-- Clonk restoring --*/
global func FxClonkRestoreTimer(object target, proplist effect, int time)
{
// Respawn clonk to new location if reached certain position.
return FX_OK;
}
// Relaunches the clonk, from death or removal.
global func FxClonkRestoreStop(object target, effect, int reason, bool temporary)
{
if (reason == 3 || reason == 4)
{
var restorer = CreateObject(ObjectRestorer, 0, 0, NO_OWNER);
var x = BoundBy(target->GetX(), 0, LandscapeWidth());
var y = BoundBy(target->GetY(), 0, LandscapeHeight());
restorer->SetPosition(x, y);
var to_x = effect.to_x;
var to_y = effect.to_y;
// Respawn new clonk.
var plr = target->GetOwner();
var clonk = CreateObject(Clonk, 0, 0, plr);
clonk->GrabObjectInfo(target);
Rule_Relaunch->TransferInventory(target, clonk);
SetCursor(plr, clonk);
clonk->DoEnergy(100000);
restorer->SetRestoreObject(clonk, nil, to_x, to_y, 0, "ClonkRestore");
}
return FX_OK;
}
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