2010-12-31 12:20:54 +00:00
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/*--
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Pump
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2013-05-30 20:11:39 +00:00
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Author: Maikel, ST-DDT, Sven2, Newton
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Pumps liquids using drain and source pipes. Features include:
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+ switch on and off
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+ consume/produce a variable amount of power depending on the height of
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source and drain
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2010-12-31 12:20:54 +00:00
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--*/
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2012-05-10 19:20:06 +00:00
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#include Library_Structure
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2012-02-18 21:50:18 +00:00
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#include Library_Ownable
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2010-12-31 12:20:54 +00:00
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#include Library_PowerConsumer
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2013-04-28 11:57:25 +00:00
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#include Library_PowerProducer
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2010-12-31 12:20:54 +00:00
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2013-05-30 20:11:39 +00:00
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local Name = "$Name$";
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local Description = "$Description$";
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local BlastIncinerate = 50;
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local HitPoints = 70;
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/*
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States
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"Wait": turned off or source pipe not connected
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"WaitForPower": turned on but no power (does consume power)
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"WaitForLiquid": turned on but no liquid (does not consume power)
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"Pump": currently working and consuming/producing power
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*/
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local ActMap = {
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Pump = {
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Prototype = Action,
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Name = "Pump",
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Length = 30,
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Delay = 3,
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NextAction = "Pump",
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StartCall = "CheckState",
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PhaseCall = "Pumping"
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},
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Wait = {
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Prototype = Action,
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Name = "Wait",
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Delay = 90,
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NextAction = "Wait",
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EndCall = "CheckState"
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},
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WaitForPower = {
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Prototype = Action,
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Name = "WaitForPower",
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Delay = 150,
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NextAction = "WaitForPower",
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EndCall = "CheckState"
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},
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WaitForLiquid = {
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Prototype = Action,
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Name = "WaitForLiquid",
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Delay = 30,
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NextAction = "WaitForLiquid",
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EndCall = "CheckState"
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}
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};
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local animation; // animation handle
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local switched_on; // the pump can be switched on and off with interact
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local powered; // whether the pump is powered (either has enough power as consumer or even produces power)
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local stored_material_index; //contained liquid
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local stored_material_amount;
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local source_pipe;
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local drain_pipe;
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2013-05-25 15:58:19 +00:00
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/** This object is a liquid pump, thus pipes can be connected. */
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2010-12-31 12:20:54 +00:00
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public func IsLiquidPump() { return true; }
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2013-05-30 20:11:39 +00:00
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func Definition(def)
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2013-05-27 11:24:42 +00:00
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{
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2013-05-30 20:11:39 +00:00
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// for title image
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SetProperty("PictureTransformation",Trans_Rotate(50,0,1,0),def);
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// for building preview
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SetProperty("MeshTransformation",Trans_Rotate(50,0,1,0),def);
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2013-05-27 11:24:42 +00:00
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}
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2013-05-30 20:11:39 +00:00
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func Construction()
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2012-04-16 15:31:38 +00:00
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{
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2013-05-30 20:11:39 +00:00
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// Rotate at a 45 degree angle towards viewer and add a litte bit of Random
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this.MeshTransformation = Trans_Rotate(50 + RandomX(-10,10),0,1,0);
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}
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func Initialize()
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{
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switched_on = true;
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2013-05-27 11:24:42 +00:00
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var start = 0;
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var end = GetAnimationLength("pump");
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2013-05-30 20:11:39 +00:00
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animation = PlayAnimation("pump", 5, Anim_Linear(GetAnimationPosition(animation), start, end, 35, ANIM_Loop), Anim_Const(1000));
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SetState("Wait");
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2010-12-31 12:20:54 +00:00
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}
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2012-03-10 19:45:18 +00:00
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/*-- Interaction --*/
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public func IsInteractable() { return GetCon() >= 100; }
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public func GetInteractionMetaInfo(object clonk)
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{
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2013-05-30 20:11:39 +00:00
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if (switched_on)
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2013-05-23 15:50:15 +00:00
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return { Description = "$MsgTurnOff$", IconName = nil, IconID = Icon_Stop };
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2013-05-25 15:58:19 +00:00
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else
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return { Description = "$MsgTurnOn$", IconName = nil, IconID = Icon_Play };
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2012-03-10 19:45:18 +00:00
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}
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2013-05-25 15:58:19 +00:00
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/** Turn on or off. */
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2012-03-10 19:45:18 +00:00
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public func Interact(object clonk)
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{
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2013-05-30 20:11:39 +00:00
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switched_on = !switched_on;
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2013-05-25 15:58:19 +00:00
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CheckState();
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2012-03-10 19:45:18 +00:00
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return true;
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}
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2010-12-31 12:20:54 +00:00
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/*-- Pipe connection --*/
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public func GetSource() { return source_pipe; }
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public func SetDrain(object pipe) { drain_pipe = pipe; }
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public func GetDrain() { return drain_pipe; }
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2012-10-25 18:14:13 +00:00
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public func SetSource(object pipe)
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{
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2013-05-30 20:11:39 +00:00
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Log("source pipe connected");
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2012-10-25 18:14:13 +00:00
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source_pipe = pipe;
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2013-05-25 15:58:19 +00:00
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CheckState();
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2012-10-25 18:14:13 +00:00
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}
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2013-05-25 15:58:19 +00:00
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/*-- Power stuff --*/
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2012-02-18 21:50:18 +00:00
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func QueryWaivePowerRequest()
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{
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2012-10-25 18:14:13 +00:00
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// has less priority than other objects, but not too low
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return 10;
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2012-02-18 21:50:18 +00:00
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}
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func OnNotEnoughPower()
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{
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2013-05-30 20:11:39 +00:00
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Log("not enough power");
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powered = false;
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2013-05-25 15:58:19 +00:00
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CheckState();
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2012-02-18 21:50:18 +00:00
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return _inherited(...);
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}
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func OnEnoughPower()
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{
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2013-05-30 20:11:39 +00:00
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Log("enough power");
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powered = true;
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2013-05-25 15:58:19 +00:00
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CheckState();
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2012-02-18 21:50:18 +00:00
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return _inherited(...);
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}
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2013-05-25 15:58:19 +00:00
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/** Returns object to which the liquid is pumped */
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2013-04-28 11:57:25 +00:00
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private func GetDrainObject()
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{
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if (drain_pipe) return drain_pipe->GetConnectedObject(this) ?? this;
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return this;
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}
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2011-10-11 22:32:46 +00:00
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2013-05-25 15:58:19 +00:00
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/** Returns object to which the liquid is pumped */
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private func GetSourceObject()
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{
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if (source_pipe) return source_pipe->GetConnectedObject(this) ?? this;
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return this;
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}
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2013-05-30 20:11:39 +00:00
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/** Returns amount of pixels to pump per 30 frames */
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public func GetPumpSpeed()
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{
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return 50;
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}
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2013-05-25 15:58:19 +00:00
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/** PhaseCall of Pump: Pump the liquid from the source to the drain pipe */
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2010-12-31 12:20:54 +00:00
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protected func Pumping()
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{
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2012-10-25 18:14:13 +00:00
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// at this point we can assert that we have power
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// something went wrong in the meantime?
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2013-05-30 20:11:39 +00:00
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// let the central function handle that on next check
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if (!source_pipe) return;
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2013-04-28 11:57:25 +00:00
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var pump_ok = true;
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2012-10-25 18:14:13 +00:00
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2013-05-30 20:11:39 +00:00
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// is empty? -> try to get liquid
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if (!stored_material_amount)
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2011-10-11 22:32:46 +00:00
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{
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2013-05-30 20:11:39 +00:00
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2012-10-25 18:14:13 +00:00
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// get new materials
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2013-05-30 20:11:39 +00:00
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var aMat = GetSourceObject()->ExtractLiquidAmount(0,0, GetPumpSpeed()/10);
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2012-10-25 18:14:13 +00:00
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// no material to pump?
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2013-05-30 20:11:39 +00:00
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if (aMat)
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{
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stored_material_index = aMat[0];
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stored_material_amount = aMat[1];
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}
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2013-04-28 12:02:57 +00:00
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else
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2013-05-30 20:11:39 +00:00
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{
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pump_ok = false;
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}
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2011-10-11 22:32:46 +00:00
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}
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2013-04-28 11:57:25 +00:00
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if (pump_ok)
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{
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2013-05-30 20:11:39 +00:00
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var i = stored_material_amount;
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while (i > 0)
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2013-04-28 11:57:25 +00:00
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{
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2013-05-30 20:11:39 +00:00
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if (GetDrainObject()->InsertMaterial(stored_material_index))
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{
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i--;
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}
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// Drain is stuck.
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else
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{
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pump_ok = false;
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break;
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}
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2013-04-28 11:57:25 +00:00
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}
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2013-05-30 20:11:39 +00:00
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stored_material_amount = i;
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if (stored_material_amount <= 0)
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stored_material_index = nil;
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if(!pump_ok) {Log("cant drain liquid");}
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2013-04-28 11:57:25 +00:00
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}
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2013-05-30 20:11:39 +00:00
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else { Log("cant get liquid"); }
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if(!pump_ok)
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2011-10-11 22:32:46 +00:00
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{
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2013-05-30 20:11:39 +00:00
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SetState("WaitForLiquid");
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2011-10-11 22:32:46 +00:00
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}
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2013-04-28 11:57:25 +00:00
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}
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2013-05-30 20:11:39 +00:00
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/** Re check state and change the state if needed */
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2013-05-25 15:58:19 +00:00
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func CheckState()
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2013-04-28 11:57:25 +00:00
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{
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2013-05-30 20:11:39 +00:00
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var is_fullcon = GetCon() >= 100;
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var can_pump = source_pipe && is_fullcon && switched_on;
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Message("@0");
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// can't pump at all -> wait
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if (!can_pump)
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2013-04-28 11:57:25 +00:00
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{
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2013-05-30 20:11:39 +00:00
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SetState("Wait");
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}
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else
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{
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// can pump but has no liquid -> wait for liquid
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if (!HasLiquidToPump())
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2013-05-25 15:58:19 +00:00
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{
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2013-05-30 20:11:39 +00:00
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SetState("WaitForLiquid");
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2013-05-25 15:58:19 +00:00
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}
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2013-05-30 20:11:39 +00:00
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else
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2013-05-25 15:58:19 +00:00
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{
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2013-05-30 20:11:39 +00:00
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// can pump, has liquid but has no power -> wait for power
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if (!powered)
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2013-05-25 15:58:19 +00:00
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{
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2013-05-30 20:11:39 +00:00
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SetState("WaitForPower");
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2013-05-25 15:58:19 +00:00
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}
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2013-05-30 20:11:39 +00:00
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// otherwise, pump! :-)
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else
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{
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SetState("Pump");
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}
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// regularly update the power usage while pumping or waiting for power
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UpdatePowerUsage();
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2013-05-25 15:58:19 +00:00
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}
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2013-04-28 11:57:25 +00:00
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}
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}
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2013-05-25 15:58:19 +00:00
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/** Get current height the pump has to push liquids upwards (input.y - output.y) */
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private func GetPumpHeight()
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2013-04-28 11:57:25 +00:00
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{
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2013-05-30 20:11:39 +00:00
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// compare each the surfaces of the bodies of liquid pumped
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2013-05-25 15:58:19 +00:00
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// find Y position of surface of liquid that is pumped to target
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2013-05-30 20:11:39 +00:00
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var source_y = 0;
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if (GetSourceObject()->GBackLiquid())
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2013-05-25 15:58:19 +00:00
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{
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2013-05-30 20:11:39 +00:00
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var src_mat = GetSourceObject()->GetMaterial();
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while (src_mat == GetSourceObject()->GetMaterial(0, source_y-1))
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--source_y;
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2013-05-25 15:58:19 +00:00
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}
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2013-05-30 20:11:39 +00:00
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// same for target
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var target_y = 0;
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if (GetDrainObject()->GBackLiquid())
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{
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var src_mat = GetDrainObject()->GetMaterial();
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while (src_mat == GetDrainObject()->GetMaterial(0, target_y-1))
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--target_y;
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}
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return (GetSourceObject()->GetY() + source_y) - (GetDrainObject()->GetY() + target_y);
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2013-04-28 11:57:25 +00:00
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}
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2013-05-25 15:58:19 +00:00
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/** Recheck power usage/production for current pump height
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and make the pump a producer / consumer for the power system */
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private func UpdatePowerUsage()
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2013-04-28 11:57:25 +00:00
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{
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2013-05-25 15:58:19 +00:00
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var new_power;
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if(IsUsingPower())
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new_power = PumpHeight2Power(GetPumpHeight());
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else
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new_power = 0;
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// and update energy system
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2013-04-28 11:57:25 +00:00
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if (new_power > 0)
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{
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2013-05-25 15:58:19 +00:00
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UnmakePowerProducer();
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2013-04-28 11:57:25 +00:00
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MakePowerConsumer(new_power);
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}
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2013-05-25 15:58:19 +00:00
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else if (new_power <= 0)
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2013-04-28 11:57:25 +00:00
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{
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UnmakePowerConsumer();
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2013-05-25 15:58:19 +00:00
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MakePowerProducer(-new_power);
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}
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2013-05-30 20:11:39 +00:00
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Message("@%d",new_power);
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2013-04-28 11:57:25 +00:00
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}
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2013-05-25 15:58:19 +00:00
|
|
|
/** Return whether the pump should be using power in the current state */
|
|
|
|
private func IsUsingPower()
|
2013-04-28 11:57:25 +00:00
|
|
|
{
|
2013-05-25 15:58:19 +00:00
|
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// does also not consume power if waiting (for source pipe)
|
2013-05-30 20:11:39 +00:00
|
|
|
return switched_on && GetAction() != "Wait" && GetAction() != "WaitForLiquid";
|
2010-12-31 12:20:54 +00:00
|
|
|
}
|
|
|
|
|
2013-05-25 15:58:19 +00:00
|
|
|
/** Transform pump height (input.y - output.y) to required power */
|
|
|
|
private func PumpHeight2Power(int pump_height)
|
2012-10-25 18:14:13 +00:00
|
|
|
{
|
2013-05-25 15:58:19 +00:00
|
|
|
// pumping downwards will only produce energy after an offset
|
|
|
|
var power_offset = 35;
|
|
|
|
// max power consumed/produced
|
|
|
|
var max_power = 150;
|
|
|
|
|
2013-05-30 20:11:39 +00:00
|
|
|
return BoundBy((pump_height + power_offset)/15*5, -max_power,max_power);
|
2012-10-25 18:14:13 +00:00
|
|
|
}
|
|
|
|
|
2013-05-25 15:58:19 +00:00
|
|
|
/** Returns whether there is liquid at the source pipe to pump */
|
2012-10-25 18:14:13 +00:00
|
|
|
private func HasLiquidToPump()
|
2010-12-31 12:20:54 +00:00
|
|
|
{
|
|
|
|
if (!source_pipe)
|
|
|
|
return false;
|
2013-05-25 15:58:19 +00:00
|
|
|
|
2013-05-30 20:11:39 +00:00
|
|
|
// source
|
|
|
|
if(!GetSourceObject()->GBackLiquid())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// target (test with the very popular liquid "water"
|
|
|
|
if(!GetDrainObject()->CanInsertMaterial(Material("Water"),0,0))
|
2010-12-31 12:20:54 +00:00
|
|
|
return false;
|
2013-05-30 20:11:39 +00:00
|
|
|
|
2010-12-31 12:20:54 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2013-05-30 20:11:39 +00:00
|
|
|
/** Set the state of the pump, retaining the animation position and updating the power usage */
|
|
|
|
func SetState(string act)
|
2012-03-10 17:23:48 +00:00
|
|
|
{
|
2013-05-30 20:11:39 +00:00
|
|
|
if(act == GetAction()) return;
|
2012-03-10 17:23:48 +00:00
|
|
|
|
2013-05-30 20:11:39 +00:00
|
|
|
Log("setting state %s",act);
|
2012-10-25 18:14:13 +00:00
|
|
|
|
2013-05-30 20:11:39 +00:00
|
|
|
var start = 0;
|
|
|
|
var end = GetAnimationLength("pump");
|
|
|
|
if (act == "Pump")
|
|
|
|
{
|
|
|
|
SetAnimationPosition(animation, Anim_Linear(GetAnimationPosition(animation), start, end, 35, ANIM_Loop));
|
2011-10-11 22:32:46 +00:00
|
|
|
}
|
2013-05-30 20:11:39 +00:00
|
|
|
else if(act == "WaitForLiquid")
|
2013-05-27 11:24:42 +00:00
|
|
|
{
|
2013-05-30 20:11:39 +00:00
|
|
|
SetAnimationPosition(animation, Anim_Linear(GetAnimationPosition(animation), start, end, 350, ANIM_Loop));
|
|
|
|
}
|
|
|
|
else
|
2013-05-27 11:24:42 +00:00
|
|
|
{
|
2013-05-30 20:11:39 +00:00
|
|
|
SetAnimationPosition(animation, Anim_Const(GetAnimationPosition(animation)));
|
2013-05-27 11:24:42 +00:00
|
|
|
}
|
2013-05-30 20:11:39 +00:00
|
|
|
|
|
|
|
// deactivate power usage on wait
|
|
|
|
if (act == "Wait")
|
2013-05-27 11:24:42 +00:00
|
|
|
{
|
2013-05-30 20:11:39 +00:00
|
|
|
UnmakePowerProducer();
|
|
|
|
UnmakePowerConsumer();
|
|
|
|
Message("@OFF");
|
|
|
|
}
|
|
|
|
// finally, set the action
|
|
|
|
SetAction(act);
|
|
|
|
}
|