diff --git a/darcap/darcap/circus/fz_lobby b/darcap/darcap/circus/fz_lobby index da0a0f93a..42e66edcf 100644 --- a/darcap/darcap/circus/fz_lobby +++ b/darcap/darcap/circus/fz_lobby @@ -8,7 +8,7 @@ enter_x 31 enter_y 16 msg Created: 2008-07-31 Raphaël Quinet -Modified: 2021-08-01 Andreas Kirschbaum +Modified: 2022-01-09 jason endmsg outdoor 1 end @@ -5699,12 +5699,10 @@ x 43 y 4 end arch perm_magic_portal -name Game Pending -slaying fz_lobby -x 43 -y 4 -end -arch dust_effect +name Tower Defense +slaying fz_tower_defense +hp 35 +sp 21 x 43 y 4 end diff --git a/darcap/darcap/circus/fz_tower_defense b/darcap/darcap/circus/fz_tower_defense new file mode 100644 index 000000000..2916c34de --- /dev/null +++ b/darcap/darcap/circus/fz_tower_defense @@ -0,0 +1,15340 @@ +arch map +name Darcap Tower Defense +region darcapcircus +width 50 +height 50 +enter_x 28 +enter_y 16 +msg +Created: 2022-01-07 jason +Modified: 2022-01-12 jason +endmsg +end +arch blocked +end +arch sign +name INCINERATOR +end +arch blocked +y 1 +end +arch blocked +y 2 +end +arch blocked +y 3 +end +arch blocked +y 4 +end +arch blocked +y 5 +end +arch sign +name MONSTER TIPS +msg +1. All monsters but carry the event_death so the game accurately determines when the player wins +2. All monsters must be standing still and have run at 0% HP so that they don't move off the path +3. All monsters must be friendly so that players cannot attack them +4. 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You win if you successfully kill all the monsters before they reach the end of the path. +endmsg +x 34 +y 19 +end +arch dungeon_magic +x 34 +y 20 +end +arch battleground +hp 33 +sp 2 +x 34 +y 20 +end +arch flagstone +x 34 +y 20 +end +arch dungeon_magic +x 34 +y 21 +end +arch battleground +hp 33 +sp 2 +x 34 +y 21 +end +arch flagstone +x 34 +y 21 +end +arch flagstone +x 34 +y 22 +end +arch stwall_2_1_2 +x 34 +y 22 +end +arch blocked +x 34 +y 23 +end +arch blocked +x 35 +end +arch blocked +x 35 +y 1 +end +arch blocked +x 35 +y 2 +end +arch blocked +x 35 +y 3 +end +arch blocked +x 35 +y 4 +end +arch flagstone +x 35 +y 5 +end +arch stwall_2_1_2 +x 35 +y 5 +end +arch dungeon_magic +x 35 +y 6 +end +arch battleground +hp 33 +sp 2 +x 35 +y 6 +end +arch flagstone +x 35 +y 6 +end +arch dungeon_magic +x 35 +y 7 +end +arch battleground +hp 33 +sp 2 +x 35 +y 7 +end +arch flagstone +x 35 +y 7 +end +arch dungeon_magic +x 35 +y 8 +end +arch battleground +hp 33 +sp 2 +x 35 +y 8 +end +arch flagstone +x 35 +y 8 +end +arch dungeon_magic +x 35 +y 9 +end +arch battleground +hp 33 +sp 2 +x 35 +y 9 +end +arch flagstone +x 35 +y 9 +end +arch dungeon_magic +x 35 +y 10 +end +arch battleground +hp 33 +sp 2 +x 35 +y 10 +end +arch flagstone +x 35 +y 10 +end +arch dungeon_magic +x 35 +y 11 +end +arch pedestal +x 35 +y 11 +arch event_trigger +title Python +slaying python/maps/darcap/tower_defense/block-player.py +end +end +arch battleground +x 35 +y 11 +end +arch mover_3 +x 35 +y 11 +end +arch dungeon_magic +x 35 +y 12 +end +arch battleground +hp 33 +sp 2 +x 35 +y 12 +end +arch flagstone +x 35 +y 12 +end +arch dungeon_magic +x 35 +y 13 +end +arch battleground +hp 33 +sp 2 +x 35 +y 13 +end +arch flagstone +x 35 +y 13 +end +arch dungeon_magic +x 35 +y 14 +end +arch battleground +hp 33 +sp 2 +x 35 +y 14 +end +arch flagstone +x 35 +y 14 +end +arch dungeon_magic +x 35 +y 15 +end +arch battleground +hp 33 +sp 2 +x 35 +y 15 +end +arch flagstone +x 35 +y 15 +end +arch dungeon_magic +x 35 +y 16 +end +arch battleground +hp 33 +sp 2 +x 35 +y 16 +end +arch flagstone +x 35 +y 16 +end +arch dungeon_magic +x 35 +y 17 +end +arch battleground +hp 33 +sp 2 +x 35 +y 17 +end +arch flagstone +x 35 +y 17 +end +arch trigger +name Start wave 1 +x 35 +y 17 +connected 100 +end +arch dungeon_magic +x 35 +y 18 +end +arch battleground +hp 33 +sp 2 +x 35 +y 18 +end +arch flagstone +x 35 +y 18 +end +arch sign +name Welcome to Tower Defense! +msg +Welcome to Tower Defense! +When the game is started, monsters will follow the path. Your goal is to build towers in order to kill all the monsters before they reach the end of the path. To get started, read the books in front of you. Can you survive all the waves? +endmsg +x 35 +y 18 +end +arch dungeon_magic +x 35 +y 19 +end +arch battleground +hp 33 +sp 2 +x 35 +y 19 +end +arch flagstone +x 35 +y 19 +end +arch book_clasp +name book on Tower Information +msg +You can choose between three types of towers: the large bullet tower, the lightning tower, and the fire tower. +--- +To place a tower, purchase a tower card from the altar. Then, apply the card while standing on any of the tower placement tiles on the map. 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Face the tower you want to rotate and then apply the tool. Continue applying until you feel satisfied with the tower orientation. +--- +To destroy a tower, use the destroy tower tool. Face the tower you want to rotate and then apply the tool. 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+arch blocked +x 41 +y 12 +end +arch blocked +x 42 +y 4 +end +arch blocked +x 42 +y 5 +end +arch blocked +x 42 +y 6 +end +arch blocked +x 42 +y 7 +end +arch blocked +x 42 +y 8 +end +arch blocked +x 42 +y 9 +end +arch blocked +x 42 +y 10 +end +arch blocked +x 42 +y 11 +end +arch blocked +x 42 +y 12 +end diff --git a/python/CFTowerDefense.py b/python/CFTowerDefense.py new file mode 100644 index 000000000..44a8d2206 --- /dev/null +++ b/python/CFTowerDefense.py @@ -0,0 +1,151 @@ +import Crossfire + +bulletwall = [ + 'lbulletwall_1', + 'lbulletwall_2', + 'lbulletwall_3', + 'lbulletwall_4', + 'lbulletwall_5', + 'lbulletwall_6', + 'lbulletwall_7', + 'lbulletwall_8', +] + +lightningwall = [ + 'lightningwall_1', + 'lightningwall_2', + 'lightningwall_3', + 'lightningwall_4', + 'lightningwall_5', + 'lightningwall_6', + 'lightningwall_7', + 'lightningwall_8', +] + +firewall = [ + 'firewall_1', + 'firewall_2', + 'firewall_3', + 'firewall_4', + 'firewall_5', + 'firewall_6', + 'firewall_7', + 'firewall_8', +] + + +def create_tower(player, current_map, tile, builder): + """ + If a builder is dropped on a tower placement tile, a tower is built + + player: the player object + current_map: the map object the player is in + tile: all objects on a tile (a list of Crossfire objects) + builder: the tower builder (a Crossfire object) + """ + for ob in tile: + if ob.Name == 'tower placement': + # key/value: builder name/(arch name, spell level) + builders = { + 'build large bullet tower': ('lbulletwall_1', 1), + 'build lightning tower': ('lightningwall_1', 1), + 'build fire tower': ('firewall_1', 40) + } + + for name in builders: + if name in builder.Name: + wall = Crossfire.CreateObjectByName(builders[name][0]) + wall.Level = builders[name][1] + + wall.Teleport(current_map, player.X, player.Y) + player.Teleport(current_map, player.X, player.Y+1) + + builder.Quantity -= 1 + + break + + +def destroy_tower(tile, towerlist): + """ + If an object in tile exists in towerlist, the object is removed + + tile: all objects on a tile (a list of Crossfire objects) + towerlist: bulletwall, firewall, or lightningwall + """ + for ob in tile: + if ob.ArchName in towerlist: + ob.Remove() + + +def replace_tower(current_map, tile, towerlist, level=0): + """ + If an object in tile exists in towerlist, the object is replaced with the + next direction in towerlist + + current_map: the map object the player is in + tile: all objects on a tile (a list of Crossfire objects) + towerlist: bulletwall, firewall, or lightningwall + level: the spell level of the tower + """ + for ob in tile: + if ob.ArchName in towerlist: + position = towerlist.index(ob.ArchName) + x, y = ob.X, ob.Y + + if position == len(towerlist)-1: + new_position = 0 + else: + new_position = position+1 + + ob.Remove() + wall = Crossfire.CreateObjectByName(towerlist[new_position]) + wall.Teleport(current_map, x, y) + + # Add original rebalanced spell level for tower + if level: + wall.Level = level + + +def player_objects(player, current_map) -> list: + """ + Returns all objects in the direction the player faces + + player: the player object + current_map: the map object the player is in + """ + # key/value: crossfire direction number/corresponding (x, y) coordinate + directions = { + Crossfire.Direction.NORTH: (player.X, player.Y-1), + Crossfire.Direction.SOUTH: (player.X, player.Y+1), + Crossfire.Direction.EAST: (player.X+1, player.Y), + Crossfire.Direction.WEST: (player.X-1, player.Y), + Crossfire.Direction.NORTHWEST: (player.X-1, player.Y-1), + Crossfire.Direction.NORTHEAST: (player.X+1, player.Y-1), + Crossfire.Direction.SOUTHWEST: (player.X-1, player.Y+1), + Crossfire.Direction.SOUTHEAST: (player.X+1, player.Y+1) + } + x, y = directions[player.Facing] + + tile_ob = [] + ob = current_map.ObjectAt(x, y) + while ob: + tile_ob.append(ob) + ob = ob.Above + + return tile_ob + + +def player_tile_objects(player, current_map) -> list: + """ + Returns all objects in the tile the player is standing on + + player: the player object + current_map: the map object the player is in + """ + tile_ob = [] + ob = current_map.ObjectAt(player.X, player.Y) + while ob: + tile_ob.append(ob) + ob = ob.Above + + return tile_ob diff --git a/python/maps/darcap/tower_defense/block-player.py b/python/maps/darcap/tower_defense/block-player.py new file mode 100644 index 000000000..ef2fb8e07 --- /dev/null +++ b/python/maps/darcap/tower_defense/block-player.py @@ -0,0 +1,19 @@ +import Crossfire + +player = Crossfire.WhoIsActivator() +pedestal = Crossfire.WhoAmI() + +# key/value: direction player is facing/direction player should be moved +directions = { + Crossfire.Direction.NORTH: Crossfire.Direction.SOUTH, + Crossfire.Direction.SOUTH: Crossfire.Direction.NORTH, + Crossfire.Direction.EAST: Crossfire.Direction.WEST, + Crossfire.Direction.WEST: Crossfire.Direction.EAST, + Crossfire.Direction.NORTHWEST: Crossfire.Direction.SOUTHEAST, + Crossfire.Direction.NORTHEAST: Crossfire.Direction.SOUTHWEST, + Crossfire.Direction.SOUTHWEST: Crossfire.Direction.NORTHEAST, + Crossfire.Direction.SOUTHEAST: Crossfire.Direction.NORTHWEST +} + +if player and player.Facing: + player.Move(directions[player.Facing]) diff --git a/python/maps/darcap/tower_defense/create-tower.py b/python/maps/darcap/tower_defense/create-tower.py new file mode 100644 index 000000000..4d92f7b17 --- /dev/null +++ b/python/maps/darcap/tower_defense/create-tower.py @@ -0,0 +1,13 @@ +import Crossfire + +import CFTowerDefense as td + +player = Crossfire.WhoIsActivator() +builder = Crossfire.WhoAmI() +current_map = Crossfire.WhoIsActivator().Map +tile = td.player_tile_objects(player, current_map) + +Crossfire.SetReturnValue(1) + +if tile and current_map.Path == '/darcap/darcap/circus/fz_tower_defense': + td.create_tower(player, current_map, tile, builder) diff --git a/python/maps/darcap/tower_defense/death-counter.py b/python/maps/darcap/tower_defense/death-counter.py new file mode 100644 index 000000000..f040aafb0 --- /dev/null +++ b/python/maps/darcap/tower_defense/death-counter.py @@ -0,0 +1,21 @@ +import Crossfire + +private_dict = Crossfire.GetPrivateDictionary() +value = Crossfire.ScriptParameters() +current_map = Crossfire.WhoAmI().Map + +if value == 'reset': + private_dict['death'] = 0 +else: + private_dict['death'] += 1 + + # End of wave 1 + if private_dict['death'] == 120: + current_map.TriggerConnected(999, 1) + + # End of wave 2 + elif private_dict['death'] == 240: + current_map.TriggerConnected(1000, 1) + private_dict['death'] = 0 + +# Crossfire.Log(Crossfire.LogError, f"{private_dict['death']}") diff --git a/python/maps/darcap/tower_defense/destroy-tower.py b/python/maps/darcap/tower_defense/destroy-tower.py new file mode 100644 index 000000000..a54335fbb --- /dev/null +++ b/python/maps/darcap/tower_defense/destroy-tower.py @@ -0,0 +1,14 @@ +import Crossfire + +import CFTowerDefense as td + +player = Crossfire.WhoIsActivator() +wrench = Crossfire.WhoAmI() +current_map = Crossfire.WhoIsActivator().Map +tile = td.player_objects(player, current_map) + +Crossfire.SetReturnValue(1) + +if tile and current_map.Path == '/darcap/darcap/circus/fz_tower_defense': + walls = td.bulletwall+td.firewall+td.lightningwall + td.destroy_tower(tile, walls) diff --git a/python/maps/darcap/tower_defense/rotate-tower.py b/python/maps/darcap/tower_defense/rotate-tower.py new file mode 100644 index 000000000..2e6817a89 --- /dev/null +++ b/python/maps/darcap/tower_defense/rotate-tower.py @@ -0,0 +1,15 @@ +import Crossfire + +import CFTowerDefense as td + +player = Crossfire.WhoIsActivator() +wrench = Crossfire.WhoAmI() +current_map = Crossfire.WhoIsActivator().Map +tile = td.player_objects(player, current_map) + +Crossfire.SetReturnValue(1) + +if tile and current_map.Path == '/darcap/darcap/circus/fz_tower_defense': + td.replace_tower(current_map, tile, td.bulletwall) + td.replace_tower(current_map, tile, td.firewall, 40) + td.replace_tower(current_map, tile, td.lightningwall)