Пример #1
0
Chit* LumosChitBag::NewGoldChit( const grinliz::Vector3F& pos, Wallet* src )
{
	GLASSERT(src);
	if (src->Gold() == 0) return 0;

	const ChitContext* context = Context();

	Vector2F v2 = { pos.x, pos.z };

	ItemNameFilter goldFilter( ISC::gold);
	this->QuerySpatialHash( &chitList, v2, 1.0f, 0, &goldFilter );
	Chit* chit = 0;

	// Evil bug this: adding gold to a wallet just before
	// deletion. I'm a little concerned where else
	// this could be a problem. Would be nice to make
	// deletion immediate.
	for (int i = 0; i < chitList.Size(); ++i) {
		Chit* c = chitList[i];
		if (c && !IsQueuedForDelete(c) && c->GetWallet() && !c->GetWallet()->Closed()) {
			chit = chitList[i];
			break;
		}
	}

	if ( !chit ) {
		chit = this->NewChit();
		AddItem( "gold", chit, context->engine, 0, 0 );
		chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
		chit->SetPosition( pos );
		chit->Add(new GameMoveComponent());
	}
	chit->GetWallet()->Deposit(src, src->Gold());
	return chit;
}
Пример #2
0
Chit* LumosChitBag::NewMonsterChit(const Vector3F& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	AddItem( name, chit, context->engine, team, 0 );

	chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
	chit->Add( new PathMoveComponent());
	chit->Add( new AIComponent());

	chit->SetPosition( pos );

	chit->Add( new HealthComponent());

	IString mob = chit->GetItem()->keyValues.GetIString(ISC::mob);
	if (ReserveBank::Instance()) {
		ReserveBank::Instance()->WithdrawMonster(chit->GetWallet(), mob == ISC::greater);
	}
	if (mob == ISC::greater) {
		// Mark this item as important with a destroyMsg:
		chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::GREATER_MOB_CREATED, NewsEvent::GREATER_MOB_KILLED, 0);
	}
	chit->GetItem()->GetTraitsMutable()->Roll(chit->ID());
	chit->GetItem()->FullHeal();

	if (XenoAudio::Instance()) {
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos);
	}
	return chit;
}
Пример #3
0
Chit* LumosChitBag::NewVisitor( int visitorIndex, const Web& web)
{
	const ChitContext* context = Context();
	if (web.Empty()) return 0;

	Vector2I startSector = { NUM_SECTORS / 2, NUM_SECTORS / 2 };
	CoreScript* cs = CoreScript::GetCore(startSector);
	if (!cs) return 0;	// cores get deleted, web is cached, etc.
	Vector3F pos = cs->ParentChit()->Position();

	Chit* chit = NewChit();
	const GameItem& rootItem = ItemDefDB::Instance()->Get( "visitor" );

	chit->Add( new RenderComponent( rootItem.ResourceName() ));

	AIComponent* ai = new AIComponent();
	chit->Add( ai );
	GLASSERT( visitorIndex >= 0 && visitorIndex < Visitors::NUM_VISITORS );
	ai->SetVisitorIndex( visitorIndex );
	Visitors::Instance()->visitorData[visitorIndex].Connect();	// initialize.

	// Visitors start at world center, with gridMove, and go from there.
	chit->SetPosition( pos );

	PathMoveComponent* pmc = new PathMoveComponent();
	chit->Add(pmc);

	AddItem( rootItem.Name(), chit, context->engine, TEAM_VISITOR, 0 );
	chit->Add( new HealthComponent());
	//chit->Add( new VisitorStateComponent());
	return chit;
}
Пример #4
0
Chit* LumosChitBag::NewBadGuy(const grinliz::Vector2I& pos, 
							  const IString& name, 
							  const grinliz::IString& type, 
							  int team, int level )
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();
	const GameItem& root = ItemDefDB::Instance()->Get(type.safe_str());

	chit->Add( new RenderComponent(root.ResourceName()));
	chit->Add( new PathMoveComponent());
	AddItem(root.Name(), chit, context->engine, team, level, 0, "human");

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

	chit->GetItem()->SetProperName(name);

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

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

	for (int i = 0; i < ForgeScript::NUM_ITEM_TYPES; ++i) {
		ForgeScript::ForgeData forgeData;
		forgeData.type = i;
		forgeData.subType = 0;
		forgeData.tech = 3;
		forgeData.level = level;
		forgeData.team = team;
		int seed = random.Rand();
		ForgeScript::BestSubItem(&forgeData, seed);

		TransactAmt cost;
		TransactAmt freeCreate;
		static const int CRYSTAL[NUM_CRYSTAL_TYPES] = { 3, 2, 1, 1 };
		freeCreate.Set(0, CRYSTAL);

		GameItem* loot = ForgeScript::ForgeRandomItem(forgeData, freeCreate, &cost, seed, ReserveBank::GetWallet());
		if (loot) {
			chit->GetItemComponent()->AddToInventory(loot);
			loot->SetSignificant(chit->Context()->chitBag->GetNewsHistory(), 
								 ToWorld2F(chit->Position()),
								 NewsEvent::FORGED, NewsEvent::UN_FORGED, chit->GetItem());
		}
	}

	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;
}
Пример #5
0
void CoreScript::NewWaypointChits(int id)
{
	for (int i = 0; i < waypoints[id].Size(); ++i) {
		Vector2I v = waypoints[id][i];
		Chit* chit = Context()->chitBag->NewChit();
		chit->Add(new RenderComponent("flag"));
		FlagScript* flagScript = new FlagScript();
		flagScript->Attach(ToSector(parentChit->Position()), id);
		chit->Add(flagScript);
		chit->SetPosition(ToWorld3F(v));
	}
}
Пример #6
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;
}
Пример #7
0
void CoreScript::AddFlag(const Vector2I& _pos)
{
	Vector2I pos = _pos;
	// A little UI fixup: set the flag to a porch
	// if we click on the switch.
	Chit* building = Context()->chitBag->QueryBuilding(IString(), pos, 0);
	if (building && (building->GetItem()->IName() == ISC::switchOn || building->GetItem()->IName() == ISC::switchOff)) {
		MapSpatialComponent* msc = GET_SUB_COMPONENT(building, SpatialComponent, MapSpatialComponent);
		if (msc) {
			pos = msc->PorchPos().min;
		}
	}

	Flag f = { pos, 0 };
	if (flags.Find(f) < 0) {
		Chit* chit = Context()->chitBag->NewChit();
		RenderComponent* rc = new RenderComponent("flag");
		chit->Add(rc);
		ProcRenderInfo info;
		AssignProcedural(ISC::team,
							false,
							ParentChit()->GetItem()->ID(),
							ParentChit()->Team(),
							false,
							0,
							0,
							&info);
		rc->SetProcedural(0, info);
		chit->SetPosition(ToWorld3F(pos));
		f.chitID = chit->ID();
		flags.Push(f);
	}
}
Пример #8
0
Chit* LumosChitBag::NewLawnOrnament(const Vector2I& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	GameItem* rootItem = ItemDefDB::Instance()->Get(name).Clone();

	// Hack...how to do this better??
	if (rootItem->IResourceName() == "ruins1.0") {
		CStr<32> str;
		str.Format("ruins1.%d", random.Rand(2));
		rootItem->SetResource(str.c_str());
	}

	int size = 1;
	rootItem->keyValues.Get(ISC::size, &size);

	MapSpatialComponent* msc = new MapSpatialComponent();
	msc->SetBuilding(size, false, 0);
	msc->SetBlocks((rootItem->flags & GameItem::PATH_NON_BLOCKING) ? false : true);
	chit->Add(msc);
	MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);


	chit->Add(new RenderComponent(rootItem->ResourceName()));
	chit->Add(new HealthComponent());
	AddItem(rootItem, chit, context->engine, team, 0);

	IString proc = rootItem->keyValues.GetIString("procedural");
	if (!proc.empty()) {
		ProcRenderInfo info;
		AssignProcedural(chit->GetItem(), &info);
		chit->GetRenderComponent()->SetProcedural(0, info);
	}
	
	context->engine->particleSystem->EmitPD(ISC::constructiondone, ToWorld3F(pos), V3F_UP, 0);

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

	return chit;
}
Пример #9
0
Chit* LumosChitBag::NewWildFruit(const grinliz::Vector2I& pos)
{
	Vector3F pos3 = ToWorld3F(pos);
	pos3.x = floorf(pos3.x) + random.Uniform();
	pos3.z = floorf(pos3.z) + random.Uniform();

	const GameItem& root = ItemDefDB::Instance()->Get("fruit");
	GameItem* item = root.Clone();
	item->SetProperName(ISC::wildFruit);

	Chit* chit = this->NewChit();
	chit->Add(new ItemComponent(item));
	chit->Add(new RenderComponent(item->ResourceName()));
	chit->Add(new GameMoveComponent());
	chit->Add(new HealthComponent());

	chit->SetPosition(pos3);
	return chit;
}
Пример #10
0
Chit* LumosChitBag::NewWorkerChit( const Vector3F& pos, int team )
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();
	const GameItem& rootItem = ItemDefDB::Instance()->Get( "worker" );

	chit->Add( new RenderComponent( rootItem.ResourceName() ));
	chit->Add( new PathMoveComponent());
	chit->Add( new AIComponent());
	chit->SetPosition( pos );
	AddItem( rootItem.Name(), chit, context->engine, team, 0 );
	chit->Add( new HealthComponent());
	//chit->Add( new DebugStateComponent());

	if (XenoAudio::Instance()) {
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos);
	}
	return chit;
}
Пример #11
0
Chit* LumosChitBag::NewCrystalChit( const grinliz::Vector3F& _pos, Wallet* src, bool fuzz )
{
	Vector3F pos = _pos;
	if ( fuzz ) {
		pos.x = floorf(_pos.x) + random.Uniform();
		pos.z = floorf(_pos.z) + random.Uniform();
	}

	int crystal = -1;
	for (int i = 0; i < NUM_CRYSTAL_TYPES; ++i) {
		if (src->Crystal(i)) {
			crystal = i;
			break;
		}
	}

	if (crystal == -1) return 0;	// done

	const char* name = 0;
	switch ( crystal ) {
	case CRYSTAL_GREEN:		name="crystal_green";	break;
	case CRYSTAL_RED:		name="crystal_red";		break;
	case CRYSTAL_BLUE:		name="crystal_blue";	break;
	case CRYSTAL_VIOLET:	name="crystal_violet";	break;
	}

	const ChitContext* context = Context();

	Chit* chit = this->NewChit();
	AddItem( name, chit, context->engine, 0, 0 );
	chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
	chit->Add(new GameMoveComponent());

	chit->SetPosition( pos );
	
	int c[NUM_CRYSTAL_TYPES] = { 0 };
	c[crystal] = 1;

	chit->GetWallet()->Deposit(src, 0, c);

	return chit;
}
Пример #12
0
Chit* LumosChitBag::NewItemChit( const grinliz::Vector3F& _pos, GameItem* orphanItem, bool fuzz, bool onGround, int selfDestructTimer )
{
	GLASSERT( !orphanItem->Intrinsic() );
	GLASSERT( !orphanItem->IResourceName().empty() );

	Vector3F pos = _pos;
	if ( fuzz ) {
		pos.x = floorf(pos.x) + random.Uniform();
		pos.z = floorf(pos.z) + random.Uniform();
	}

	Chit* chit = this->NewChit();
	chit->Add( new ItemComponent( orphanItem ));
	chit->Add( new RenderComponent( orphanItem->ResourceName() ));
	chit->Add(new GameMoveComponent());

	if ( onGround ) {
		const ModelResource* res = chit->GetRenderComponent()->MainResource();
		Rectangle3F aabb = res->AABB();
		pos.y = -aabb.min.y;

		if ( aabb.SizeY() < 0.1f ) {
			pos.y += 0.1f;
		}
	}
	chit->SetPosition( pos );
	chit->Add( new HealthComponent());

	if (!selfDestructTimer && orphanItem->keyValues.Has(ISC::selfDestruct)) {
		orphanItem->keyValues.Get("selfDestruct", &selfDestructTimer);
		selfDestructTimer *= 1000;
	}
	if ( selfDestructTimer ) {
		chit->Add( new CountDownScript( selfDestructTimer ));
	}
	return chit;
}
Пример #13
0
CoreScript* CoreScript::CreateCore( const Vector2I& sector, int team, const ChitContext* context)
{
	// Destroy the existing core.
	// Create a new core, attached to the player.
	CoreScript* cs = CoreScript::GetCore(sector);
	if (cs) {
		Chit* core = cs->ParentChit();
		GLASSERT(core);

		CDynArray< Chit* > queryArr;

		// Tell all the AIs the core is going away.
		ChitHasAIComponent filter;
		Rectangle2F b = ToWorld2F(InnerSectorBounds(sector));
		context->chitBag->QuerySpatialHash(&queryArr, b, 0, &filter);
		for (int i = 0; i < queryArr.Size(); ++i) {
			queryArr[i]->GetAIComponent()->ClearTaskList();
		}

		//context.chitBag->QueueDelete(core);
		// QueueDelete is safer, but all kinds of asserts fire (correctly)
		// if 2 cores are in the same place. This may cause an issue
		// if CreateCore is called during the DoTick()
		// Setting the hp to 0 and then calling DoTick()
		// is a sleazy trick to clean up.
		core->GetItem()->hp = 0;
		if (core->GetHealthComponent()) {
			core->GetHealthComponent()->DoTick(1);
		}
		context->chitBag->DeleteChit(core);
	}

	const SectorData& sd = context->worldMap->GetSectorData(sector);
	if (sd.HasCore()) {
		int group = 0, id = 0;
		Team::SplitID(team, &group, &id);

		// Lots of trouble with this code. Used to assert,
		// but always seemed to be another case. White list
		// groups that *can* take over a core.
		if (team == TEAM_NEUTRAL || team == TEAM_TROLL || Team::IsDeity(team) || Team::IsDenizen(team)) {
			// Okay! take over.
			GLASSERT(!Team::IsDenizen(team) || id);		// make sure rogues got filtered out.
		}
		else {
			team = group = id = 0;
		}
		Chit* chit = context->chitBag->NewBuilding(sd.core, "core", team);

		// 'in use' instead of blocking.
		MapSpatialComponent* ms = GET_SUB_COMPONENT(chit, SpatialComponent, MapSpatialComponent);
		GLASSERT(ms);
		ms->SetBlocks(false);
		
		CoreScript* cs = new CoreScript();
		chit->Add(cs);
		GLASSERT(CoreScript::GetCore(ToSector(sd.core)) == cs);

		if (Team::IsDeity(team))
			chit->GetItem()->SetProperName(Team::Instance()->TeamName(team));
		else
			chit->GetItem()->SetProperName(sd.name);

		if (team != TEAM_NEUTRAL) {
			chit->GetItem()->SetSignificant(context->chitBag->GetNewsHistory(), 
											ToWorld2F(chit->Position()), 
											NewsEvent::DOMAIN_CREATED, NewsEvent::DOMAIN_DESTROYED, 0);


			// Make the dwellers defend the core.
			chit->Add(new GuardScript());

			// Make all buildings to be this team.
			CDynArray<Chit*> buildings;
			Vector2I buildingSector = ToSector(chit->Position());
			context->chitBag->FindBuilding(IString(), buildingSector, 0, LumosChitBag::EFindMode::NEAREST, &buildings, 0);
			
			for (int i = 0; i < buildings.Size(); ++i) {
				Chit* c = buildings[i];
				if (c->GetItem() && c->GetItem()->IName() != ISC::core) {
					c->GetItem()->SetTeam(team);
				}
			}
		}
		return cs;
	}
	return 0;
}
Пример #14
0
Chit* LumosChitBag::NewBuilding(const Vector2I& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	const GameItem& rootItem = ItemDefDB::Instance()->Get(name);
	GameItem* item = rootItem.Clone();

	// Hack...how to do this better??
	if (item->IResourceName() == "pyramid0") {
		CStr<32> str;
		str.Format("pyramid%d", random.Rand(3));
		item->SetResource(str.c_str());
	}
	if (item->IResourceName() == ISC::kiosk) {
		switch (random.Rand(4)) {
			case 0: item->SetResource("kiosk.n");	break;
			case 1: item->SetResource("kiosk.m");	break;
			case 2: item->SetResource("kiosk.s");	break;
			default:item->SetResource("kiosk.c");	break;
		}
	}

	int size = 1;
	rootItem.keyValues.Get(ISC::size, &size);
	int porch = 0;
	rootItem.keyValues.Get(ISC::porch, &porch);
	const int circuit = 0;

	// Should be pre-cleared. But recover from weird situations by clearing.
	// Note that water is a real problem.
	Rectangle2I r;
	r.Set(pos.x, pos.y, pos.x + size - 1, pos.y + size - 1);
	for (Rectangle2IIterator it(r); !it.Done(); it.Next()) {
		const WorldGrid& wg = context->worldMap->GetWorldGrid(it.Pos());
		GLASSERT(wg.IsLand());
		(void)wg;
		context->worldMap->SetRock(it.Pos().x, it.Pos().y, 0, false, 0);
		context->worldMap->SetPlant(it.Pos().x, it.Pos().y, 0, 0);
	}

	MapSpatialComponent* msc = new MapSpatialComponent();
	msc->SetBuilding(size, porch != 0, circuit);
	msc->SetBlocks((rootItem.flags & GameItem::PATH_NON_BLOCKING) ? false : true);
	chit->Add(msc);
	MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);

	chit->Add(new RenderComponent(item->ResourceName()));
	chit->Add(new HealthComponent());
	AddItem(item, chit, context->engine, team, 0);

	IString script = rootItem.keyValues.GetIString("script");
	if (!script.empty()) {
		Component* s = ComponentFactory::Factory(script.c_str(), &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString proc = rootItem.keyValues.GetIString("procedural");
	if (!proc.empty()) {
		ProcRenderInfo info;
		AssignProcedural(chit->GetItem(), &info);
		chit->GetRenderComponent()->SetProcedural(0, info);
	}

	IString consumes = rootItem.keyValues.GetIString(ISC::zone);
	if (!consumes.empty()) {
		Component* s = ComponentFactory::Factory("EvalBuildingScript", &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString nameGen = rootItem.keyValues.GetIString( "nameGen");
	if ( !nameGen.empty() ) {
		IString p = Context()->chitBag->NameGen(nameGen.c_str(), chit->random.Rand());
		chit->GetItem()->SetProperName( p );
	}

#if 0	// debugging
	SectorPort sp;
	sp.sector.Set( pos.x/SECTOR_SIZE, pos.y/SECTOR_SIZE );
	sp.port = 1;
	worldMap->SetRandomPort( sp );
#endif

	context->engine->particleSystem->EmitPD( ISC::constructiondone, ToWorld3F( pos ), V3F_UP, 0 );

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

	return chit;
}