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
|
/*
Mosquito
Author: Clonkonaut
A small annoying being.
*/
#include Library_InsectSwarm
local lib_swarm_standard = 20;
local lib_insect_max_dist = 50;
local lib_insect_nocturnal = true;
private func Initialize()
{
SetAction("Fly");
SetPhase(Random(3));
_inherited(...);
}
private func Death()
{
_inherited(...);
RemoveObject();
}
private func MissionComplete()
{
if (Time->IsDay()) return;
// Mosquitos are very active
MoveToTarget();
// Little dipshits
}
private func Sleep()
{
if (lib_insect_sleeping) return;
if (lib_insect_going2sleep)
{
SetAction("Sleep");
lib_insect_sleeping = true;
return;
}
// One last trip, then become invisible
MoveToTarget();
lib_insect_going2sleep = true;
}
private func SleepComplete()
{
SetAction("Sleep");
_inherited(...);
}
private func WakeUp()
{
SetAction("Fly");
_inherited(...);
}
// Array: [object lovely_object, int x, int y]
local lovely_place;
// How many times I tried to get to the lovely place
local lovely_tries = 0;
// Mosquitos always look for a lovely place to hang out
private func GetAttraction(proplist coordinates)
{
// GetAttraction will only be called for the swarm master, perfect to have just one being make sound
if(!Random(30))
Sound("Animals::MosquitoBuzz", nil,nil,nil,nil, 200);
if (!lovely_place) lovely_place = CreateArray(3);
if (!lovely_place[1])
{
if (lovely_tries < 35) lovely_tries++;
if (lovely_tries > 15 + Random(30))
// Should not be called too often.
LookForLovelyPlace();
}
if (!lovely_place[1])
return false; // No lovely place found. Default behaviour (just fly around)
// Occasionally check if lovely place still qualifies
if (!Random(100) && !CheckLovelyPlace())
return false;
// Lovely is an object (plant or corpse): Stay close
if (lovely_place[0])
{
// Too far away from lovely place. Maybe I can't reach it?
if (Distance(GetX(), GetY(), lovely_place[1], lovely_place[2]) > 50)
lovely_tries++;
coordinates.x = lovely_place[1] + Random(60) - 30;
// This might fail with *very* high plants in respect of the next distance check. That's okay, I guess.
coordinates.y = lovely_place[2] + Random(50) - 25;
} else { // Lovely place is water: Fly around a bit
// Too far away from lovely place. Maybe I can't reach it?
if (Distance(GetX(), GetY(), lovely_place[1], lovely_place[2]) > 250)
lovely_tries++;
coordinates.x = lovely_place[1] + Random(300) - 150;
coordinates.y = GetHorizonHeight(coordinates.x);
if (!GBackLiquid(AbsX(coordinates.x), AbsY(coordinates.y))) // Stay on water
{
coordinates.x = lovely_place[1];
coordinates.y = lovely_place[2];
}
coordinates.y -= 25 - Random(20);
}
// Tried to reach that place for far too long
// Or maybe I've got enough of that place!
if (lovely_tries >= 10 || !Random(1000))
return RemoveLovelyPlace();
return true;
}
private func LookForLovelyPlace()
{
lovely_tries = 0;
// Corpses are first priority places
var corpse = FindObject(Find_Distance(200), Find_NoContainer(), Find_Category(C4D_Living), Find_Not(Find_OCF(OCF_Alive)), Find_Exclude(lovely_place[0]));
if (corpse && Random(15))
{
lovely_place[0] = corpse;
lovely_place[1] = corpse->GetX();
lovely_place[2] = GetHorizonHeight(corpse->GetY()) - 30;
return;
}
// Water is second best place
var water = FindLocation(Loc_InRect(-100,-50,200,100), Loc_Material("Water"), Loc_MaxTries(80));
if (water)
{
// Try to find the surface
while (!GBackSky(water.x, water.y) && AbsY(water.y) > 0)
water.y--;
if (water.y > 0)
{
lovely_place[0] = nil;
lovely_place[1] = water.x;
lovely_place[2] = water.y;
return;
}
}
// Dense vegetation is third best place
var plants = FindObjects(Find_Distance(200), Find_NoContainer(), Find_Func("IsPlant"), Find_Exclude(lovely_place[0]));
if (GetLength(plants) >= 10)
{
var plant = plants[Random(GetLength(plants))];
lovely_place[0] = plant;
lovely_place[1] = plant->GetX();
lovely_place[2] = GetHorizonHeight(plant->GetY()) - 30;
return;
}
}
private func CheckLovelyPlace()
{
if (lovely_place[0]) // Corpse or plant
{
if (lovely_place[0]->~IsPlant())
// Vegetation is not so dense anymore?
if (lovely_place[0]->ObjectCount(Find_Distance(200), Find_NoContainer(), Find_Func("IsPlant"), Find_Exclude(lovely_place[0])) < 5)
return RemoveLovelyPlace();
// Place has moved?
if (Distance(lovely_place[0]->GetX(), lovely_place[0]->GetY(), lovely_place[1], lovely_place[2]) > 100)
return RemoveLovelyPlace();
} else {
// Water is gone?
if (!GBackLiquid(AbsX(lovely_place[1]), AbsY(lovely_place[2])))
return RemoveLovelyPlace();
}
return true;
}
private func RemoveLovelyPlace()
{
lovely_tries = 0;
// Don't delete lovely_place[0]
// It will be ignored in future searches
lovely_place[1] = nil;
lovely_place[2] = nil;
return false;
}
private func CheckTurn()
{
if (GetXDir() < 0)
SetDir(DIR_Left);
if (GetXDir() > 0)
SetDir(DIR_Right);
}
/*-- Saving --*/
public func SaveScenarioObject(proplist props)
{
if (!inherited(props, ...)) return false;
// Ignore some fast-changing stuff
props->Remove("XDir");
props->Remove("YDir");
props->Remove("Command");
return true;
}
/* Definition */
local ActMap = {
Fly = {
Prototype = Action,
Name = "Fly",
Procedure = DFA_FLOAT,
Speed = 200,
Accel = 32,
Decel = 32,
Directions = 2,
FlipDir = 1,
Length = 3,
Delay = 2,
X = 0,
Y = 0,
Wdt = 2,
Hgt = 2,
NextAction = "Fly",
EndCall = "CheckTurn",
},
Sleep = {
Prototype = Action,
Name = "Sleep",
Procedure = DFA_FLOAT,
Speed = 0,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 1,
X = 6,
Y = 0,
Wdt = 2,
Hgt = 2,
NextAction = "Hold",
},
};
local Name = "$Name$";
local MaxEnergy = 20000;
local MaxBreath = 250;
local Placement = 2;
local NoBurnDecay = true;
local BorderBound = C4D_Border_Sides | C4D_Border_Top | C4D_Border_Bottom;
local ContactCalls = true;
|