Add soil moisturing config

This commit is contained in:
Bassoonian 2023-12-08 01:01:01 +01:00
parent 061e56a564
commit 6173f9b81d
2 changed files with 29 additions and 11 deletions

View File

@ -19,7 +19,8 @@
#define OW_BERRY_MUTATIONS FALSE // If enabled, Berry plants can mutate based on berries planted next to them.
#define OW_BERRY_MOISTURE FALSE // If enabled, Berry watering is not a matter of watering it once per stage, but rather of keeping the soil moist.
#define OW_BERRY_VARIABLE_DRAIN_RATE FALSE // If moisture is enabled, this setting uses the Gen4 drain rates for different berries.
#define OW_BERRY_ALWAYS_WATERABLE FALSE // If OW_BERRY_MOISTURE is enabled, this setting allows the player to continuously water soil; dry soil will cause a decrease in Berry Yield (like Gen4). When off, soil can only be watered when dry and watering increases yield (like Gen6).
#define OW_BERRY_VARIABLE_DRAIN_RATE FALSE // If OW_BERRY_MOISTURE is enabled, this setting uses the Gen4 drain rates for different berries.
#define OW_BERRY_MULCH_USAGE FALSE // If enabled, Mulch can be used on soil to fertilize it. Otherwise, it is considered unusable. Note that moisture effects only work with OW_BERRY_MOISTURE enabled!
#define OW_BERRY_WEEDS FALSE // If enabled, weeds may grow on Berry plants that the player needs to take care of. Without OW_BERRY_MOISTURE, weeding bonuses are rounded down.
#define OW_BERRY_PESTS FALSE // If enabled, pests may approach Berry plants that the player needs to take care of. Without OW_BERRY_MOISTURE, pest bonuses are rounded down.

View File

@ -1858,10 +1858,17 @@ struct BerryTree *GetBerryTreeInfo(u8 id)
bool32 ObjectEventInteractionWaterBerryTree(void)
{
struct BerryTree *tree = GetBerryTreeInfo(GetObjectEventBerryTreeId(gSelectedObjectEvent));
#if OW_BERRY_MOISTURE == TRUE
tree->moistureLevel = 100;
return TRUE;
#else
if (OW_BERRY_MOISTURE)
{
tree->moistureLevel = 100;
if (OW_BERRY_ALWAYS_WATERABLE)
{
return TRUE;
}
AddTreeBonus(tree, GetWaterBonusByBerryType(tree->berry));
}
switch (tree->stage)
{
case BERRY_STAGE_PLANTED:
@ -1882,7 +1889,6 @@ bool32 ObjectEventInteractionWaterBerryTree(void)
return FALSE;
}
return TRUE;
#endif
}
bool8 IsPlayerFacingEmptyBerryTreePatch(void)
@ -1983,7 +1989,7 @@ void BerryTreeTimeUpdate(s32 minutes)
time -= 1;
if (tree->moistureClock % 60 == 0)
{
if (OW_BERRY_MOISTURE == TRUE)
if (OW_BERRY_MOISTURE)
{
drainVal = OW_BERRY_VARIABLE_DRAIN_RATE ? GetDrainRateByBerryType(tree->berry) : 4;
if (OW_BERRY_MULCH_USAGE)
@ -1995,12 +2001,19 @@ void BerryTreeTimeUpdate(s32 minutes)
if (tree->mulch == ITEM_TO_MULCH(ITEM_BOOST_MULCH) || tree->mulch == ITEM_TO_MULCH(ITEM_AMAZE_MULCH))
drainVal = 25;
}
if (tree->moistureLevel == 0 || (!OW_BERRY_VARIABLE_DRAIN_RATE && tree->moistureLevel == 4)) // Without variable drain rate (and without mulches), this needs to trigger after 24 hours, hence the extra check
tree->watered++;
if (OW_BERRY_ALWAYS_WATERABLE && tree->moistureLevel == 0)
{
if (tree->berryYield > GetBerryInfo(tree->berry)->minYield + GetBerryInfo(tree->berry)->maxYield / 5)
tree->berryYield -= GetBerryInfo(tree->berry)->maxYield / 5;
else
tree->berryYield = GetBerryInfo(tree->berry)->minYield;
}
else if (tree->moistureLevel <= drainVal)
tree->moistureLevel = 0;
else
tree->moistureLevel -= drainVal;
if (!OW_BERRY_VARIABLE_DRAIN_RATE && tree->moistureLevel <= 4) // Without variable drain rate (and without mulches), this needs to trigger after 24 hours, hence the extra check
tree->moistureLevel = 0;
}
if (tree->moistureClock == 120)
{
@ -2041,6 +2054,8 @@ void PlantBerryTree(u8 id, u8 berry, u8 stage, bool8 allowGrowth)
tree->minutesUntilNextStage = GetMulchAffectedGrowthRate(GetStageDurationByBerryType(berry), tree->mulch, stage);
tree->stage = stage;
tree->moistureLevel = 100;
if (OW_BERRY_ALWAYS_WATERABLE)
tree->berryYield = GetBerryInfo(berry)->maxYield;
if (stage == BERRY_STAGE_BERRIES)
{
tree->berryYield = CalcBerryYield(tree);
@ -2147,7 +2162,7 @@ static u8 CalcBerryYieldInternal(u16 max, u16 min, u8 water)
u32 rand;
u32 extraYield;
if (water == 0)
if (water == 0 || OW_BERRY_MOISTURE)
return min;
else
{
@ -2167,11 +2182,13 @@ static u8 CalcBerryYieldInternal(u16 max, u16 min, u8 water)
static u8 CalcBerryYield(struct BerryTree *tree)
{
const struct Berry *berry = GetBerryInfo(tree->berry);
u8 min = berry->minYield + tree->berryYield;
u8 min = tree->berryYield;
u8 max = berry->maxYield;
u8 result;
if (OW_BERRY_MULCH_USAGE && (tree->mulch == ITEM_TO_MULCH(ITEM_RICH_MULCH) || tree->mulch == ITEM_TO_MULCH(ITEM_AMAZE_MULCH)))
min += 2;
if (!(OW_BERRY_MOISTURE && OW_BERRY_ALWAYS_WATERABLE))
min += berry->minYield;
if (min >= max)
result = max;
else