openclonk/planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c

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/**
Constructor
Library for objects which are able to construct structures.
@author Maikel
*/
public func IsConstructor() { return true; }
public func ControlUseStart(object clonk, int x, int y)
{
// Is the clonk able to construct?
if(clonk->GetProcedure() != "WALK")
{
clonk->CancelUse();
return true;
}
// Is the clonk at an construction site?
var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
if (structure)
{
/* if (structure->GetCon() < 100)
{
Construct(clonk, structure);
return true;
}*/
if (structure->GetDamage() > 0)
{
Repair(clonk, structure);
return true;
}
}
// Otherwise create a menu with possible structures to build.
clonk->CreateConstructionMenu(this);
clonk->CancelUse();
return true;
}
public func HoldingEnabled() { return true; }
public func ControlUseHolding(object clonk, int x, int y)
{
// Is the clonk still able to construct?
if (clonk->GetProcedure() != "WALK")
{
clonk->CancelUse();
return true;
}
// Is the clonk still at an construction site?
var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
if (structure)
{
/*
if (structure->GetCon() < 100)
{
Construct(clonk, structure);
return true;
}*/
if (structure->GetDamage() > 0)
{
Repair(clonk, structure);
return true;
}
}
clonk->CancelUse();
return true;
}
private func Construct(object clonk, object structure)
{
// Look for missing components.
var structure_id = structure->GetID();
var con = structure->GetCon();
var comp, index = 0;
var can_construct = true;
while (comp = structure->GetComponent(nil, index))
{
var max_amount = GetComponent(comp, nil, nil, structure_id);
// Try to transfer components from constructing clonk to the structure.
for (var i = 0; i < max_amount - structure->GetComponent(comp); i++)
{
var content = FindObject(Find_Container(clonk), Find_ID(comp));
if (content)
{
clonk->Message("Used {{%i}}", comp);
content->RemoveObject();
structure->SetComponent(comp, structure->GetComponent(comp) + 1);
}
}
// Check if there now is enough material for current con, if so the construction can continue.
if (100 * structure->GetComponent(comp) / max_amount < con)
can_construct = false;
index++;
}
// Continue construction if possible.
if (can_construct)
{
structure->DoCon(1);
clonk->Message("Constructing %d%", structure->GetCon());
}
// Otherwise show missing construction materials.
else
{
ShowConstructionMaterial(clonk, structure);
clonk->CancelUse();
}
return;
}
private func ShowConstructionMaterial(object clonk, object structure)
{
var mat_msg = "Construction needs ";
var structure_id = structure->GetID();
var comp, index = 0;
while (comp = structure->GetComponent(nil, index))
{
var current_amount = structure->GetComponent(comp);
var max_amount = GetComponent(comp, nil, nil, structure_id);
mat_msg = Format("%s %dx{{%i}}", mat_msg, Max(0, max_amount - current_amount), comp);
index++;
}
clonk->Message(mat_msg);
return;
}
private func Repair(object clonk, object structure)
{
}
/** Gives a list of ids of the players knowledge.
*/
public func GetConstructionPlans(int plr)
{
var construction_plans = [];
var construct_id, index = 0;
while (construct_id = GetPlrKnowledge(plr, 0, index++, C4D_Structure))
construction_plans[index-1] = construct_id;
return construction_plans;
}
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/* Construction preview */
func ShowConstructionPreview(object clonk, id structure_id)
{
AddEffect("ControlConstructionPreview", clonk, 1, 0, this, nil, structure_id, clonk);
SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, true);
return true;
}
func FxControlConstructionPreviewStart(object clonk, effect, int temp, id structure_id, object clonk)
{
if (temp) return;
effect.structure = structure_id;
effect.preview = CreateObject(ConstructionPreviewer, AbsX(clonk->GetX()), AbsY(clonk->GetY()), clonk->GetOwner());
effect.preview->Set(structure_id, clonk);
}
// Called by Control2Effect
func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, int x, int y, int strength, bool repeat, bool release)
{
if (ctrl != CON_Aim)
{
// CON_Use is accept
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if (ctrl == CON_Use)
CreateConstructionSite(clonk, effect.structure, AbsX(effect.preview->GetX()), AbsY(effect.preview->GetY() + effect.preview.dimension_y/2));
// movement is allowed
else if(ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Up || ctrl == CON_Down || ctrl == CON_Jump)
return false;
// everything else declines
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RemoveEffect("ControlConstructionPreview", clonk, effect);
return true;
}
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effect.preview->Reposition(x, y);
return true;
}
func FxControlConstructionPreviewStop(object target, effect, int reason, bool temp)
{
if (temp) return;
effect.preview->RemoveObject();
}
/* Construction */
func CreateConstructionSite(object clonk, id structure_id, int x, int y)
{
// Only when the clonk is standing and outdoors
if (clonk->GetAction() != "Walk")
return false;
if (clonk->Contained())
return false;
// Check if the building can be build here
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if (structure_id->~RejectConstruction(x, y, clonk))
return false;
// check for material
var comp, index = 0;
var found_material, mat, missing;
var r = Max(structure_id->GetDefWidth(), structure_id->GetDefHeight())/2 + 7;
var mat_msg = "Construction needs:"; //todo: stringtable
var missing = false;
found_material = CreateArray();
while (comp = GetComponent(nil, index, nil, structure_id))
{
// find material
found_material[index] = CreateArray();
var max_amount = GetComponent(comp, nil, nil, structure_id);
// 1. look for stuff in the clonk
found_material[index] = FindObjects(Find_ID(comp), Find_Container(clonk));
// 2. look for stuff lying around
if(GetLength(found_material[index]) < max_amount)
{
mat = clonk->FindObjects(Find_ID(comp), Find_NoContainer(), Find_Distance(r, x, y));
for(var o in mat)
PushBack(found_material[index], o);
}
// 3. look for stuff in nearby lorries/containers
for(var cont in clonk->FindObjects(Find_Or(Find_Func("IsLorry"), Find_Func("IsContainer")), Find_Distance(r, x,y)))
if(GetLength(found_material[index]) < max_amount)
{
mat = FindObjects(Find_ID(comp), Find_Container(cont));
for(var o in mat)
PushBack(found_material[index], o);
}
// not enough?
var c = GetLength(found_material[index]);
if(c < max_amount)
{
mat_msg = Format("%s|%dx{{%i}}", mat_msg, max_amount-c, comp);
missing = true;
}
index++;
}
// not enough materials? :(
if(missing)
{
clonk->Message(mat_msg);
return false;
}
// Set owner for CreateConstruction
SetOwner(clonk->GetOwner());
// Create construction site
var site;
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if (!(site = CreateConstruction(structure_id, x, y, Contained()->GetOwner(), 1, 1, 1)))
return false;
// pack material into the construction site
for(var mats in found_material)
{
var comp = mats[0]->GetID();
var max = GetComponent(comp,0,0,structure_id);
for(var j=0; j < max; ++j)
{
if(mats[j] == nil)
Log("PANICK"); // this should never happen
mats[j]->RemoveObject();
}
site->SetComponent(comp,max);
}
// todo: hammer-action for the clonk
Schedule(site, "DoCon(2)",1,50);
// Message
clonk->Message("$TxtConstructions$", site->GetName());
return true;
}