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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515
|
/*
Fish
Author: Zapper
*/
#include Library_Edible
local SwimMaxAngle = 15;
local SwimMaxSpeed = 30;
local VisionMaxAngle = 140;
local VisionMaxRange = 200;
local walking, swimming;
local current_angle, current_speed, current_direction;
local swim_animation;
local base_transform;
local brain;
// Wall vision behaves slightly differently and it does not make much sense for other fishes to overload these values.
local wall_vision_range = 64;
local wall_vision_max_angle = 35;
func Place(int amount, proplist rectangle, proplist settings)
{
var max_tries = 2 * amount;
var loc_area = nil;
if (rectangle) loc_area = Loc_InArea(rectangle);
var f;
while ((amount > 0) && (--max_tries > 0))
{
var spot = FindLocation(Loc_Material("Water"), Loc_Space(20), loc_area);
if (!spot) continue;
f = CreateObjectAbove(this, spot.x, spot.y, NO_OWNER);
if (!f) continue;
// Randomly add some large/slim fish
if (Random(3))
{
// There are naturally smaller and larger fishes. Fishes above around 150 can be clipped, so stay below that.
f->SetCon(RandomX(75, 140));
// make sure the smaller ones don't grow larger any more
f->StopGrowth();
// Slim fish.
if (f->GetCon() > 100 || !Random(3))
f->SetYZScale(1000 - Random(300));
}
if (f->Stuck())
{
f->RemoveObject();
continue;
}
--amount;
}
return f; // return last created fish
}
public func IsAnimal() { return true; }
func Construction()
{
// general stuff
StartGrowth(15);
current_angle = Random(360);
current_speed = RandomX(SwimMaxSpeed/5, SwimMaxSpeed);
var len = GetAnimationLength("Swim");
swim_animation = PlayAnimation("Swim", 5, Anim_Linear(0, 0, len, 100, ANIM_Loop), Anim_Const(500));
UpdateSwim();
SetAction("Swim");
SetComDir(COMD_None);
ScheduleCall(this, this.InitActivity, 1 + Random(10), 0);
AddTimer(this.UpdateSwim, 2);
InitFuzzyRules();
return _inherited(...);
}
func InitActivity()
{
if (GetAlive()) AddTimer(this.Activity, 10 + Random(5));
}
func SetYZScale(int new_scale)
{
base_transform = Trans_Scale(1000, new_scale, new_scale);
return true;
}
func Death()
{
RemoveTimer(this.UpdateSwim);
RemoveTimer(this.Activity);
this.MeshTransformation = Trans_Rotate(160 + Random(41), 1, 0, 0);
if (base_transform) this.MeshTransformation = Trans_Mul(base_transform, this.MeshTransformation);
StopAnimation(swim_animation);
Decay();
this.Collectible = true;
// maybe respawn a new fish if roe is near
var roe = FindObject(Find_Distance(200), Find_ID(FishRoe));
if (roe)
roe->Hatch(GetID());
return _inherited(...);
}
public func NutritionalValue() { if (!GetAlive()) return 15; else return 0; }
func InitFuzzyRules()
{
brain = FuzzyLogic->Init();
// ACTION SETS
brain->AddSet("swim", "sharp_left", [[-2 * SwimMaxAngle, 1], [-SwimMaxAngle, 0], [SwimMaxAngle, 0]]);
brain->AddSet("swim", "left", [[-SwimMaxAngle, 1], [-SwimMaxAngle/2, 0], [SwimMaxAngle, 0]]);
brain->AddSet("swim", "straight", [[-5, 0], [0, 1], [5, 0]]);
brain->AddSet("swim", "right", [[-SwimMaxAngle, 0], [SwimMaxAngle/2, 0], [SwimMaxAngle, 1]]);
brain->AddSet("swim", "sharp_right", [[-SwimMaxAngle, 0], [SwimMaxAngle, 0], [2 * SwimMaxAngle, 1]]);
brain->AddSet("speed", "slow", [[0, 1], [SwimMaxSpeed/2, 0], [SwimMaxSpeed, 0]]);
brain->AddSet("speed", "fast", [[0, 0], [SwimMaxSpeed/2, 0], [SwimMaxSpeed, 1]]);
// RULE SETS
var directional_sets = ["friend", "enemy", "food"];
for (var set in directional_sets)
{
brain->AddSet(set, "left", [[-VisionMaxAngle, 1], [0, 0], [VisionMaxAngle, 0]]);
brain->AddSet(set, "straight", [[-5, 0], [0, 1], [5, 0]]);
brain->AddSet(set, "right", [[-VisionMaxAngle, 0], [0, 0], [VisionMaxAngle, 1]]);
}
var proximity_sets = ["friend_range", "enemy_range", "food_range"];
var middle = VisionMaxRange / 2;
for (var set in proximity_sets)
{
brain->AddSet(set, "far", [[middle, 0], [VisionMaxRange, 1], [VisionMaxRange, 1]]);
brain->AddSet(set, "medium", [[0, 0], [middle, 1], [VisionMaxRange, 0]]);
brain->AddSet(set, "close", [[0, 1], [0, 1], [middle, 0]]);
}
brain->AddSet("left_wall", "close", [[0, 1], [0, 1], [wall_vision_range/2, 0]]);
brain->AddSet("right_wall", "close", [[0, 1], [0, 1], [wall_vision_range/2, 0]]);
brain->AddSet("wall_range", "close", [[0, 1], [0, 1], [wall_vision_range, 0]]);
// RULES
brain->AddRule(brain->And(brain->Not("wall_range=close"), "enemy_range=close"), "speed=fast");
brain->AddRule(brain->Or("friend_range=close", "food_range=close", "wall_range=close"), "speed=slow");
brain->AddRule(brain->And(brain->Not("wall_range=close"), brain->Or("food=left", brain->And("friend=left", "enemy_range=far", "food_range=far"), "enemy=right")), "swim=left");
brain->AddRule(brain->And(brain->Not("wall_range=close"), brain->Or("food=right", brain->And("friend=right", "enemy_range=far", "food_range=far"), "enemy=left")), "swim=right");
brain->AddRule(brain->And("left_wall=close", brain->Not("right_wall=close")), "swim=sharp_right");
brain->AddRule("right_wall=close", "swim=sharp_left");
}
func Activity()
{
if (swimming)
{
UpdateVision();
var actions = brain->Execute();
DoActions(actions);
}
else if (walking)
{
// PANIC WHERE THE WATER AT
var rx = RandomX(10, 25);
if (!Random(2)) rx *= -1;
var has_water = false;
for (var y = 0; y <= 12; y += 4)
{
if (!GBackLiquid(rx, y)) continue;
has_water = true;
break;
}
if (has_water)
{
if (rx < 0) SetComDir(COMD_Left);
else SetComDir(COMD_Right);
if (!Random(2))
DoJump();
return true;
}
else
{
if (!Random(2))
{
if (!Random(2)) SetComDir(COMD_Left);
else SetComDir(COMD_Right);
}
if (!Random(3))
DoJump();
}
}
return 1;
}
func UpdateVision()
{
UpdateVisionFor("enemy", "enemy_range", FindObjects(Find_Distance(VisionMaxRange), Find_OCF(OCF_Alive), Find_Or(Find_Func("IsPredator"), Find_Func("IsClonk")), Find_NoContainer(), Sort_Distance()));
UpdateVisionFor("friend", "friend_range", FindObjects(Find_Distance(VisionMaxRange), Find_ID(GetID()), Find_Exclude(this), Find_NoContainer(), Sort_Distance()));
UpdateVisionFor("food", "food_range", FindObjects(Find_Distance(VisionMaxRange), Find_Func("NutritionalValue"), Find_NoContainer(), Sort_Distance()), true);
UpdateWallVision();
}
func UpdateVisionFor(string set, string range_set, array objects, bool is_food)
{
// get first object from array that is in a certain angle
for (var obj in objects)
{
if (!PathFree(GetX(), GetY(), obj->GetX(), obj->GetY())) continue;
var angle = Angle(GetX(), GetY(), obj->GetX(), obj->GetY());
var d = GetTurnDirection(current_angle, angle);
if (!Inside(d, -VisionMaxAngle, VisionMaxAngle) || d == 0) continue;
// prevent piranhas to jump out of the water to eat unsuspecting Clonks
if (is_food && (obj->GetMaterial() != GetMaterial())) continue;
//CreateParticle("MagicSpark", obj->GetX() - GetX(), obj->GetY() - GetY(), 0, 0, 60, RGB(0, 255, 0));
//this->Message("%s@%d (me %d, it %d)", obj->GetName(), d, current_angle, angle);
var angle = -VisionMaxAngle;
if (d > 0) angle = VisionMaxAngle;
var distance = ObjectDistance(this, obj);
brain->Fuzzify(set, angle * distance / VisionMaxRange);
if (range_set != nil)
brain->Fuzzify(range_set, distance);
// now that we fuzzified our food - can we actually eat it, too???
if (is_food && distance < GetCon()/10)
DoEat(obj);
return true;
}
brain->Fuzzify(set, 0);
if (range_set != nil)
brain->Fuzzify(range_set, VisionMaxRange + 1);
return false;
}
func UpdateWallVision()
{
if (!Random(5))
{
// check for material in front, happens occasionally
var d = 10;
if (!GBackLiquid(Sin(current_angle, d), -Cos(current_angle, d)))
{
brain->Fuzzify("wall_range", d);
brain->Fuzzify("left_wall", d);
brain->Fuzzify("right_wall", wall_vision_range);
return;
}
}
// anything in this function, that appears weird, looks that way due to optimization..
var closest_wall = wall_vision_range;
for (var i = 0; i <= 1; ++i)
{
var what = "left_wall";
var angle = -wall_vision_max_angle;
if (i == 1)
{
angle = +wall_vision_max_angle;
what = "right_wall";
}
// quickly check solid point
var distance = wall_vision_range;
for (var d = 1; d <= wall_vision_range; d *= 2)
{
var x = Sin(current_angle + angle, d);
var y = -Cos(current_angle + angle, d);
if (GBackLiquid(x, y)) continue;
distance = Distance(0, 0, x, y);
if (distance < closest_wall) closest_wall = distance;
// CreateParticle("SphereSpark", x, y, 0, 0, 30, {Prototype = Particles_MagicRing(), Attach = nil}, 1);
break;
}
brain->Fuzzify(what, distance);
}
brain->Fuzzify("wall_range", closest_wall);
}
func DoActions(proplist actions)
{
current_speed = actions.speed;
if (current_speed == 0) current_speed = SwimMaxSpeed / 3;
current_direction = actions.swim;
if (current_direction == 0) current_direction = RandomX(-2, 2);
}
func UpdateSwim()
{
if (!swimming) return;
current_angle = (current_angle + current_direction) % 360;
if (current_angle < 0) current_angle = 360 + current_angle;
SetVelocity(current_angle, current_speed);
var len = GetAnimationLength("Swim");
var pos = GetAnimationPosition(swim_animation);
SetAnimationPosition(swim_animation, Anim_Linear(pos, 0, len, SwimMaxSpeed - current_speed + 1, ANIM_Loop));
var t = current_angle - 270;
var t2 = Cos(t, 90) - 90; // Expand the areas around 0deg and 180deg a bit so you see fish from the side more
this.MeshTransformation = Trans_Mul(Trans_Rotate(t, 0, 0, 1), Trans_Rotate(t2, 1, 0, 0), base_transform);
}
func DoEat(object obj)
{
// fishes can nom on food not only once - they will eat it piece for piece
var x = obj->GetX() - GetX();
var y = obj->GetY() - GetY();
Bubble(1, 0, 0);
Bubble(1, x, y);
//CreateParticle("MaterialParticle", x, y, RandomX(-5, 5), RandomX(-5, 5), 20, RGB(50, 25, 0));
var effect = GetEffect("IsBeingEaten", obj);
if (!effect)
effect = AddEffect("IsBeingEaten", obj, 1, 0, nil, Fish);
EffectCall(obj, effect, "Add");
DoEnergy(2);
// happy fishes can lay happy fish eggs
if (Random(2) && !GetEffect("PlacedRoe"))
AddEffect("PlaceRoe", this, 1, 30, this);
}
func FxPlaceRoeStart(target, effect, temp)
{
if (temp) return;
effect.placed = false;
}
func FxPlaceRoeTimer(target, effect, timer)
{
if (!effect.placed)
{
if (Random(4)) return FX_OK;
CreateObjectAbove(FishRoe, 0, 0, GetOwner());
effect.placed = true;
return FX_OK;
}
// cooldown for laying eggs!
if (timer < 35 * 60) return FX_OK;
return FX_Execute_Kill;
}
func FxIsBeingEatenStart(target, effect, temp)
{
if (temp) return;
effect.amount = 0;
}
func FxIsBeingEatenAdd(target, effect)
{
if (!target) return;
if (++effect.amount < target->~NutritionalValue()) return;
target->RemoveObject();
}
func DoJump()
{
SetAction("Jump");
Sound("Hits::SoftTouch*");
var x_dir = RandomX(ActMap.Jump.Speed/2, ActMap.Jump.Speed);
if (GetComDir() == COMD_Left) x_dir *= -1;
var y_dir = -RandomX(ActMap.Jump.Speed/3, ActMap.Jump.Speed);
SetSpeed(x_dir, y_dir);
}
func StartWalk()
{
if (GBackLiquid())
{
SetAction("Swim");
return;
}
walking = true;
swimming = false;
var len = GetAnimationLength("Swim");
var pos = GetAnimationPosition(swim_animation);
SetAnimationPosition(swim_animation, Anim_Linear(pos, 0, len, 10, ANIM_Loop));
this.MeshTransformation = Trans_Mul(Trans_Rotate(90 + RandomX(-10, 10), 1, 0, 0), base_transform);
}
func StartSwim()
{
swimming = true;
walking = false;
// make sure we go down when entering the water
current_direction = RandomX(170, 190);
UpdateSwim();
}
func StartJump()
{
if (GBackLiquid())
{
SetAction("Swim");
return;
}
swimming = false;
walking = false;
}
func SaveScenarioObject(props)
{
if (!inherited(props, ...)) return false;
// Avoid saving some stuff that's reinitialized anyway
props->Remove("Con"); props->Remove("XDir"); props->Remove("YDir"); props->Remove("ComDir");
return true;
}
local ActMap = {
Swim = {
Prototype = Action,
Name = "Swim",
Procedure = DFA_SWIM,
Speed = 100,
Accel = 16,
Decel = 16,
Length = 1,
Delay = 0,
FacetBase=1,
NextAction = "Swim",
StartCall = "StartSwim"
},
Walk = {
Prototype = Action,
Name = "Walk",
Procedure = DFA_WALK,
Speed = 30,
Accel = 16,
Decel = 16,
Length = 1,
Delay = 0,
FacetBase=1,
Directions = 2,
FlipDir = 1,
NextAction = "Walk",
StartCall = "StartWalk",
InLiquidAction = "Swim",
},
Jump = {
Prototype = Action,
Name = "Jump",
Procedure = DFA_FLIGHT,
Speed = 30,
Accel = 16,
Decel = 16,
Length = 1,
Delay = 0,
FacetBase=1,
Directions = 2,
FlipDir = 1,
NextAction = "Jump",
StartCall = "StartJump",
InLiquidAction = "Swim",
},
Dead = {
Prototype = Action,
Name = "Dead",
Procedure = DFA_NONE,
Speed = 10,
Length = 1,
Delay = 0,
FacetBase=1,
Directions = 2,
FlipDir = 1,
NextAction = "Hold",
NoOtherAction = 1,
ObjectDisabled = 1,
}
};
local Name = "$Name$";
local Description = "$Description$";
local MaxEnergy = 40000;
local MaxBreath = 180; // 180 = five seconds
local Placement = 1;
local NoBurnDecay = true;
local BreatheWater = 1;
local BorderBound = C4D_Border_Sides | C4D_Border_Top | C4D_Border_Bottom;
local ContactCalls = true;
func IsPrey() { return true; }
public func Definition(proplist def)
{
def.PictureTransformation = Trans_Mul(Trans_Translate(0, 600, 0), Trans_Scale(1200), Trans_Rotate(20, 1, 0, 0), Trans_Rotate(70, 0, 1, 0));
}
|