Beispiel #1
0
int CoreScript::DoTick(U32 delta)
{
	int nScoreTicks = scoreTicker.Delta(delta);
	int nAITicks = aiTicker.Delta(delta);

	Citizens(0);	// if someone was deleted, the spawn tick will reset.
	int nSpawnTicks = spawnTick.Delta(delta);

	// Clean rock off the core.
	Vector2I pos2i = ToWorld2I(parentChit->Position());
	const WorldGrid& wg = Context()->worldMap->GetWorldGrid(pos2i);
	if (wg.RockHeight()) {
		Context()->worldMap->SetRock(pos2i.x, pos2i.y, 0, false, 0);
	}

	if (InUse()) {
		DoTickInUse(delta, nSpawnTicks);
		UpdateScore(nScoreTicks);
	}
	else {
		DoTickNeutral(delta, nSpawnTicks);
	}
	workQueue->DoTick();

	if (nAITicks) {
		UpdateAI();
	}

	for (int i = 0; i < MAX_SQUADS; ++i) {
		if (squads[i].Empty()) {
			waypoints[i].Clear();
		}
	}

	if (strategicTicker.Delta(delta)) {
		if (this->InUse() && Context()->chitBag->GetHomeCore() != this) {
			DoStrategicTick();
		}
	}

	RenderComponent* rc = parentChit->GetRenderComponent();
	if (rc) {
		int team = parentChit->Team();
		CStr<40> str = "";
		if (this->InUse() && Team::IsDenizen(team)) {
			IString teamName = Team::Instance()->TeamName(team);
			str.Format("%s", teamName.safe_str());
		}
		rc->SetDecoText(str.safe_str());
	}

	return Min(spawnTick.Next(), aiTicker.Next(), scoreTicker.Next());
}
Beispiel #2
0
Chit* LumosChitBag::NewDenizen( const grinliz::Vector2I& pos, int team )
{
	const ChitContext* context = Context();
	IString itemName;

	switch (Team::Group(team)) {
		case TEAM_HOUSE:	itemName = (random.Bit()) ? ISC::humanFemale : ISC::humanMale;	break;
		case TEAM_GOB:		itemName = ISC::gobman;											break;
		case TEAM_KAMAKIRI:	itemName = ISC::kamakiri;										break;
		default: GLASSERT(0); break;
	}

	Chit* chit = NewChit();
	const GameItem& root = ItemDefDB::Instance()->Get(itemName.safe_str());

	chit->Add( new RenderComponent(root.ResourceName()));
	chit->Add( new PathMoveComponent());

	const char* altName = 0;
	if (Team::Group(team) == TEAM_HOUSE) {
		altName = "human";
	}
	AddItem(root.Name(), chit, context->engine, team, 0, 0, altName);

	ReserveBank::Instance()->WithdrawDenizen(chit->GetWallet());
	chit->GetItem()->GetTraitsMutable()->Roll( random.Rand() );
	chit->GetItem()->GetPersonalityMutable()->Roll( random.Rand(), &chit->GetItem()->Traits() );
	chit->GetItem()->FullHeal();

	IString nameGen = chit->GetItem()->keyValues.GetIString( "nameGen" );
	if ( !nameGen.empty() ) {
		LumosChitBag* chitBag = chit->Context()->chitBag;
		if ( chitBag ) {
			chit->GetItem()->SetProperName(chitBag->NameGen(nameGen.c_str(), chit->ID()));
		}
	}

	AIComponent* ai = new AIComponent();
	chit->Add( ai );

	chit->Add( new HealthComponent());
	chit->SetPosition( (float)pos.x+0.5f, 0, (float)pos.y+0.5f );

	chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::DENIZEN_CREATED, NewsEvent::DENIZEN_KILLED, 0);

	if (XenoAudio::Instance()) {
		Vector3F pos3 = ToWorld3F(pos);
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
	}

	return chit;
}
Beispiel #3
0
void CoreScript::DoTickNeutral( int delta, int nSpawnTicks )
{
	int lesser, greater, denizen;
	const Census& census = Context()->chitBag->census;
	census.NumByType(&lesser, &greater, &denizen);

	IString defaultSpawn = Context()->worldMap->GetSectorData(sector).defaultSpawn;
	int typical = 0;
	int numOf = census.NumOf(defaultSpawn, &typical);

	bool lesserPossible = (lesser < TYPICAL_LESSER) && (!typical || numOf < typical * 2);

	Vector2I pos2i = ToWorld2I(parentChit->Position());
	Vector2I sector = ToSector(pos2i);

	if (nSpawnTicks && lesserPossible) {
#if SPAWN_MOBS > 0
		int spawnEnabled = Context()->chitBag->GetSim()->SpawnEnabled() & Sim::SPAWN_LESSER;

		if (Context()->chitBag->GetSim() && spawnEnabled && !defaultSpawn.empty()) {

			Vector3F pf = { (float)pos2i.x + 0.5f, 0, (float)pos2i.y + 0.5f };
			int nSpawn = (defaultSpawn == ISC::trilobyte) ? 4 : 1;

			int team = Team::GetTeam(defaultSpawn);
			GLASSERT(team != TEAM_NEUTRAL);
			for (int i = 0; i < nSpawn; ++i) {
				Context()->chitBag->NewMonsterChit(pf, defaultSpawn.safe_str(), team);
				pf.x += 0.05f;
			}
		}
#endif
	}
	// Clear the work queue - chit is gone that controls this.
	if (!workQueue || workQueue->HasJob()) {
		delete workQueue;
		workQueue = new WorkQueue();
		workQueue->InitSector(parentChit, ToSector(parentChit->Position()));
	}
}
Beispiel #4
0
void NewsEvent::Console(GLString* str, ChitBag* chitBag, int shortNameID) const
{
	*str = "";
	Vector2I sector = ToSector(ToWorld2I(pos));

	const GameItem* first  = ItemDB::Instance()->Active(firstItemID);
//	const GameItem* second = ItemDB::Instance()->Active(secondItemID);

	IString firstName  = IDToName(firstItemID,  firstItemID == shortNameID);
	IString secondName = IDToName(secondItemID, secondItemID == shortNameID);
	if (firstName.empty())  firstName  = StringPool::Intern("[unknown]");
	if (secondName.empty()) secondName = StringPool::Intern("[unknown]");

	float age = float(double(date) / double(AGE_IN_MSEC));
	IString domain;
	if (chitBag->Context()->worldMap) {
		const SectorData& sd = chitBag->Context()->worldMap->GetSectorData(sector);
		domain = sd.name;
	}

	IString firstTeamName  = Team::IsCoreController(firstTeam) ? Team::Instance()->TeamName(firstTeam) : IString();
	IString secondTeamName = Team::IsCoreController(secondTeam) ? Team::Instance()->TeamName(secondTeam) : IString();

	switch (what) {
		case DENIZEN_CREATED:
		str->Format("%.2f: Denizen %s " MOB_created " at %s with %s.", age, 
					firstName.c_str(), domain.safe_str(), firstTeamName.safe_str());
		break;

		case DENIZEN_KILLED:
		str->Format("%.2f: Denizen %s (%s) " MOB_destroyed " at %s by %s.", age, 
					firstName.safe_str(), 
					Team::IsRogue(firstTeam) ? "rogue" : firstTeamName.safe_str(), 
					domain.safe_str(), secondName.safe_str());
		break;

		case GREATER_MOB_CREATED:
		// They get created at the center, then sent. So the domain is meaningless.
		str->Format("%.2f: %s " MOB_created ".", age, firstName.safe_str());
		break;

		case DOMAIN_CREATED:
		// "taken over" is interesting; a domain getting created is not.
		*str = "";
		break;

		case ROGUE_DENIZEN_JOINS_TEAM:
		str->Format("%.2f: Rogue Denizen %s joins at %s with %s.", age, 
					firstName.safe_str(), domain.safe_str(), firstTeamName.safe_str() );
		break;

		case GREATER_MOB_KILLED:
		str->Format("%.2f: %s " MOB_destroyed " at %s by %s.", age, 
					firstName.safe_str(), domain.safe_str(), secondName.safe_str());
		break;

		case DOMAIN_DESTROYED:
		GLASSERT(firstTeam);	// how is a neutral destroyed??
		str->Format("%.2f: %s domain %s " MOB_destroyed " by %s.", age, 
					firstTeamName.safe_str(), domain.safe_str(), secondName.safe_str());
		break;

		// Neutral domains are taken over.
		// Subdomains are conquored.
		case DOMAIN_TAKEOVER:
		str->Format("%.2f: %s occupied by %s.", age, domain.safe_str(), firstTeamName.safe_str());
		break;

		case DOMAIN_CONQUER:
		str->Format("%.2f: %s is conquered by %s.", age, domain.safe_str(), firstTeamName.safe_str() );
		break;

		case SUPERTEAM_DELETED:
		GLASSERT(firstTeam);
		str->Format("%.2f: %s super domain %s " MOB_destroyed ". Sub-domains are now self controlled.", age, firstTeamName.safe_str(), domain.safe_str());
		break;

		case SUBTEAM_DELETED:
		GLASSERT(firstTeam);
		GLASSERT(secondTeam);
		str->Format("%.2f: %s no longer controlled by %s.", age, firstTeamName.safe_str(), secondTeamName.safe_str());
		break;

		case FORGED:
		str->Format("%.2f: %s forged %s at %s.", age, secondName.safe_str(), firstName.c_str(), domain.safe_str());
		break;

		case UN_FORGED:
		str->Format("%.2f: %s " MOB_destroyed " %s at %s.", age, secondName.c_str(), firstName.c_str(), domain.c_str());
		break;

		case PURCHASED:
		if (first) {
			str->Format("%.2f: %s purchased %s at %s for %d (%d tax).", age, secondName.c_str(), firstName.c_str(), domain.c_str(),
						first->GetValue(), int(first->GetValue() * SALES_TAX));
		}
		else {
			str->Format("%.2f: %s purchased %s at %s.", age, secondName.c_str(), firstName.c_str(), domain.c_str());
		}
		break;

		case STARVATION:
		str->Format("%.2f: %s has been overcome by starvation at %s.", age, firstName.c_str(), domain.c_str());
		break;

		case BLOOD_RAGE:
		str->Format("%.2f: a distraught %s is overcome by blood rage at %s.", age, firstName.c_str(), domain.c_str());
		break;

		case VISION_QUEST:
		str->Format("%.2f: %s is consumed by despair at %s and leaves for a vision quest.", age, firstName.c_str(), domain.c_str());
		break;

		case GREATER_SUMMON_TECH:
		str->Format("%.2f: %s is called to %s by the siren song of Tech.", age, firstName.c_str(), domain.c_str());
		break;

		case ATTITUDE_FRIEND:
		str->Format("%.2f: %s sees %s with friendly intent.", age, firstName.safe_str(), secondName.safe_str());
		break;

		case ATTITUDE_NEUTRAL:
		str->Format("%.2f: %s sees %s with neutral regard.", age, firstName.safe_str(), secondName.safe_str());
		break;

		case ATTITUDE_ENEMY:
		str->Format("%.2f: %s sees %s as an enemy.", age, firstName.safe_str(), secondName.safe_str());
		break;

		default:
		GLASSERT(0);
	}
}