forked from Mirrors/openclonk
Formatted code, no change in functionality
Brackets, protected/private func => func, whitespacesmaster
parent
d9bc1d9142
commit
6bdb4275f7
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@ -1,10 +1,10 @@
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/**
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Producer
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Library for production facilities. This library handles the automatic production of
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items in structures. The library provides the interface for the player, checks for
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Library for production facilities. This library handles the automatic production of
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items in structures. The library provides the interface for the player, checks for
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components, need for liquids or fuel and power. Then handles the production process and may in the future
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provide an interface with other systems (e.g. railway).
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@author Maikel
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*/
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@ -19,7 +19,7 @@
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* Also an infinite amount is possible, equals indefinite production.
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Possible interaction with cable network:
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* Producers request the cable network for raw materials.
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*/
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#include Library_PowerConsumer
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@ -32,7 +32,7 @@ local queue;
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// Possibly connected cable station
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local cable_station;
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protected func Initialize()
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func Initialize()
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{
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queue = [];
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AddTimer("ProcessQueue", 10);
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@ -42,8 +42,10 @@ protected func Initialize()
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/*-- Player interface --*/
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public func IsProducer() { return true; }
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// All producers are accessible.
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// All producers are accessible.
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public func IsContainer() { return true; }
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// Provides an own interaction menu, even if it wouldn't be a container.
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public func HasInteractionMenu() { return true; }
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@ -51,7 +53,7 @@ public func HasInteractionMenu() { return true; }
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public func GetProductionMenuEntries(object clonk)
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{
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var products = GetProducts(clonk);
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// default design of a control menu item
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var control_prototype =
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{
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@ -60,12 +62,12 @@ public func GetProductionMenuEntries(object clonk)
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OnMouseOut = GuiAction_SetTag("Std")
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};
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var custom_entry =
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var custom_entry =
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{
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Right = "3em", Bottom = "2em",
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image = {Right = "2em", Prototype = control_prototype, Style = GUI_TextBottom | GUI_TextRight}
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};
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var menu_entries = [];
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var index = 0;
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for (var product in products)
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@ -79,7 +81,7 @@ public func GetProductionMenuEntries(object clonk)
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info = nil;
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}
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// Prepare menu entry.
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var entry = new custom_entry
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var entry = new custom_entry
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{
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image = new custom_entry.image{},
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remove = new control_prototype
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@ -90,13 +92,13 @@ public func GetProductionMenuEntries(object clonk)
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disabled = {BackgroundColor = RGBa(0, 0, 0, 150)}
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}
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};
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entry.image.Symbol = product;
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if (info) // Currently in queue?
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{
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if (info.Infinite)
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{
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entry.image.infinity =
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entry.image.infinity =
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{
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Top = "1em", Left = "1em",
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Symbol = Icon_Number,
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@ -109,19 +111,19 @@ public func GetProductionMenuEntries(object clonk)
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entry.remove.disabled = nil;
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entry.BackgroundColor = RGB(50, 100, 50);
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}
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entry.Priority = 1000 * product->GetValue() + index; // Sort by (estimated) value and then by index.
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entry.Tooltip = product->GetName();
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entry.image.OnClick = GuiAction_Call(this, "ModifyProduction", {Product = product, Amount = +1});
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PushBack(menu_entries, {symbol = product, extra_data = nil, custom = entry});
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}
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// Below the symbols, we leave some space for a progress bar to indicate the current product progress.
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var entry =
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var entry =
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{
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Bottom = "1em", BackgroundColor = RGBa(0, 0, 0, 50),
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Priority = 999998,
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bar =
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bar =
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{
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BackgroundColor = RGBa(200, 200, 200, 100),
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Right = "0%"
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@ -130,7 +132,7 @@ public func GetProductionMenuEntries(object clonk)
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var updating_effect = AddEffect("IntUpgradeProductProgressBar", this, 1, 2, this);
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PushBack(menu_entries, {symbol = nil, extra_data = nil, custom = entry, fx = updating_effect});
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// At the bottom of the menu, we add some helpful information about the additional features.
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entry =
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entry =
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{
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Style = GUI_TextBottom | GUI_FitChildren,
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Bottom = "1em", BackgroundColor = RGBa(0, 0, 0, 100),
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@ -157,7 +159,7 @@ public func GetInteractionMenus(object clonk)
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Priority = 20
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};
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PushBack(menus, prod_menu);
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return menus;
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}
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@ -165,50 +167,62 @@ public func GetInteractionMenus(object clonk)
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public func OnProductHover(symbol, extra_data, desc_menu_target, menu_id)
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{
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if (symbol == nil) return;
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var new_box =
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{
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Text = Format("%s:|%s", symbol.Name, symbol.Description,),
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requirements =
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requirements =
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{
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Top = "100% - 1em",
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Style = GUI_TextBottom
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}
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};
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var product_id = symbol;
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var costs = ProductionCosts(product_id);
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var cost_msg = "";
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for (var comp in costs)
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{
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if (GetLength(cost_msg))
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{
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cost_msg = Format("%s +", cost_msg);
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}
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if (!comp[2])
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{
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cost_msg = Format("%s %s {{%i}}", cost_msg, GetCostString(comp[1], CheckComponent(comp[0], comp[1])), comp[0]);
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}
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else
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{
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if (GetType(comp[2]) == C4V_Array)
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{
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cost_msg = Format("%s (%s {{%i}}", cost_msg, GetCostString(comp[1], CheckComponent(comp[0], comp[1])), comp[0]);
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for (var subs in comp[2])
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{
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cost_msg = Format("%s / %s {{%i}}", cost_msg, GetCostString(comp[1], CheckComponent(subs, comp[1])), subs);
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}
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cost_msg = Format("%s)", cost_msg);
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} else {
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}
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else
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{
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cost_msg = Format("%s (%s {{%i}} / %s {{%i}})", cost_msg, GetCostString(comp[1], CheckComponent(comp[0], comp[1])), comp[0], GetCostString(comp[1], CheckComponent(comp[2], comp[1])), comp[2]);
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//cost_msg = Format("%s %s ({{%i}} / {{%i}})", cost_msg, GetCostString(comp[1], CheckComponent(comp[0], comp[1])), comp[0], comp[2]);
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}
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}
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}
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if (this->~FuelNeed(product_id))
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{
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cost_msg = Format("%s %s {{Icon_Producer_Fuel}}", cost_msg, GetCostString(1, CheckFuel(product_id)));
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}
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if (this->~PowerNeed(product_id))
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{
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cost_msg = Format("%s + {{Library_PowerConsumer}}", cost_msg);
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}
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new_box.requirements.Text = cost_msg;
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GuiUpdate(new_box, menu_id, 1, desc_menu_target);
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}
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private func GetCostString(int amount, bool available)
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func GetCostString(int amount, bool available)
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{
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// Format amount to colored string; make it red if it's not available
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if (available) return Format("%dx", amount);
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@ -244,7 +258,7 @@ public func FxIntUpgradeProductProgressBarTimer(object target, effect fx, int ti
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return FX_OK;
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}
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}
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fx.is_showing = true;
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var max = ProductionTime(fx.production_effect.Product);
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var current = Min(max, fx.production_effect.Duration);
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// This function may be overloaded by the actual producer.
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// If set to true, the producer will show every product which is assigned to it instead of checking the knowledge base of its owner.
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private func IgnoreKnowledge() { return false; }
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func IgnoreKnowledge() { return false; }
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/** Determines whether the product specified can be produced. Should be overloaded by the producer.
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@param product_id item's id of which to determine if it is producible.
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@return \c true if the item can be produced, \c false otherwise.
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*/
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private func IsProduct(id product_id)
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func IsProduct(id product_id)
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{
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return false;
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}
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@ -279,7 +293,9 @@ public func GetProducts(object for_clonk)
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{
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var for_plr = GetOwner();
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if (for_clonk)
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{
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for_plr = for_clonk-> GetOwner();
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}
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var products = [];
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// Cycle through all definitions to find the ones this producer can produce.
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var index = 0, product;
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while (product = GetPlrKnowledge(for_plr, nil, index, C4D_Object))
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{
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if (IsProduct(product))
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{
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products[GetLength(products)] = product;
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}
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index++;
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}
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index = 0;
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while (product = GetPlrKnowledge(for_plr, nil, index, C4D_Vehicle))
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{
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if (IsProduct(product))
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{
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products[GetLength(products)] = product;
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}
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index++;
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}
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}
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}
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else
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{
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while (product = GetDefinition(index))
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{
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if (IsProduct(product))
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{
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products[GetLength(products)] = product;
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}
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index++;
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}
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}
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@ -353,27 +375,31 @@ public func GetQueueIndex(id product_id)
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@param position index in the queue
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@param amount change of amount or nil
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@param infinite_production Sets the state of infinite production for the item. Can also be nil to not modify anything.
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@return False if the item was in the queue and has now been removed. True otherwise.
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@return False if the item was in the queue and has now been removed. True otherwise.
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*/
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public func ModifyQueueIndex(int position, int amount, bool infinite_production)
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{
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// safety
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var queue_length = GetLength(queue);
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if (position >= queue_length) return true;
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var item = queue[position];
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if (infinite_production != nil)
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{
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item.Infinite = infinite_production;
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}
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item.Amount += amount;
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// It might be necessary to remove the item from the queue.
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if (!item.Infinite && item.Amount <= 0)
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{
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// Move all things on the right one slot to the left.
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var index = position;
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while (++index < queue_length)
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{
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queue[index - 1] = queue[index];
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}
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SetLength(queue, queue_length - 1);
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return false;
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}
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@ -391,8 +417,11 @@ public func AddToQueue(id product_id, int amount, bool infinite, int producing_p
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// Check if this producer can produce the requested item.
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if (!IsProduct(product_id))
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return nil;
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if (amount < 0) FatalError("Producer::AddToQueue called with negative amount.");
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if (amount < 0)
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{
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FatalError("Producer::AddToQueue called with negative amount.");
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}
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// if the product is already in the queue, just modify the amount
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var found = false;
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for (var info in queue)
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@ -406,13 +435,16 @@ public func AddToQueue(id product_id, int amount, bool infinite, int producing_p
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// Otherwise create a new entry in the queue.
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if (!found)
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{
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PushBack(queue, { Product = product_id, Amount = amount, Infinite = infinite, ProducingPlayer=producing_player });
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}
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// Notify all production menus open for this producer.
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UpdateInteractionMenus(this.GetProductionMenuEntries);
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}
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/** Shifts the queue one space to the left. The first item will be put in the very right slot.
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/**
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Shifts the queue one space to the left. The first item will be put in the very right slot.
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*/
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public func CycleQueue()
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{
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@ -420,12 +452,15 @@ public func CycleQueue()
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var first = queue[0];
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var queue_length = GetLength(queue);
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for (var i = 1; i < queue_length; ++i)
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{
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queue[i - 1] = queue[i];
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}
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queue[-1] = first;
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}
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/** Clears the complete production queue.
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/**
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Clears the complete production queue.
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*/
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public func ClearQueue(bool abort) // TODO: parameter is never used
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{
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@ -435,27 +470,28 @@ public func ClearQueue(bool abort) // TODO: parameter is never used
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}
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/** Modifies a certain production item arbitrarily. This is only used by the interaction menu.
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/**
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Modifies a certain production item arbitrarily. This is only used by the interaction menu.
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This also creates a new production order if none exists yet.
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@param info
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proplist with Product, Amount. If the player holds the menu-modifier key, this will toggle infinite production.
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proplist with Product, Amount. If the player holds the menu-modifier key, this will toggle infinite production.
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*/
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private func ModifyProduction(proplist info, int player)
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func ModifyProduction(proplist info, int player)
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{
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if (Hostile(GetOwner(), player)) return;
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var product = info.Product;
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var infinite = GetPlayerControlState(player, CON_ModifierMenu1) != 0;
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var amount = info.Amount;
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var index = GetQueueIndex(product);
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if (index == nil && (amount > 0 || infinite))
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{
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AddToQueue(product, amount, infinite, player);
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}
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else if (index != nil)
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{
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// Toggle infinity?
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if (infinite)
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{
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@ -472,7 +508,8 @@ private func ModifyProduction(proplist info, int player)
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}
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/** Returns the current queue.
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/**
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Returns the current queue.
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@return an array containing the queue elements (.Product for id, .Amount for amount).
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*/
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public func GetQueue()
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@ -480,16 +517,20 @@ public func GetQueue()
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return queue;
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}
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private func ProcessQueue()
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func ProcessQueue()
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{
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// If target is currently producing, don't do anything.
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if (IsProducing())
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{
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return FX_OK;
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}
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// Wait if there are no items in the queue.
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if (!queue[0])
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{
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return FX_OK;
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}
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// Produce first item in the queue.
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var product_id = queue[0].Product;
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var producing_player = queue[0].ProducingPlayer;
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@ -502,12 +543,14 @@ private func ProcessQueue()
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CycleQueue();
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return FX_OK;
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}
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// Update queue, reduce amount.
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var is_still_there = ModifyQueueIndex(0, -1);
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// And cycle to enable rotational production of (infinite) objects.
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if (is_still_there)
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{
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CycleQueue();
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}
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// We changed something. Update menus.
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UpdateInteractionMenus(this.GetProductionMenuEntries);
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// Done with production checks.
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@ -518,43 +561,51 @@ private func ProcessQueue()
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/*-- Production --*/
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// These functions may be overloaded by the actual producer.
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private func ProductionTime(id product) { return product->~GetProductionTime(); }
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private func FuelNeed(id product) { return product->~GetFuelNeed(); }
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func ProductionTime(id product) { return product->~GetProductionTime(); }
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func FuelNeed(id product) { return product->~GetFuelNeed(); }
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public func PowerNeed() { return 80; }
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public func GetConsumerPriority() { return 50; }
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private func Produce(id product, producing_player)
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func Produce(id product, producing_player)
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{
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// Already producing? Wait a little.
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if (IsProducing())
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{
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return false;
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}
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// Check if components are available.
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if (!CheckComponents(product))
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{
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return false;
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}
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// Check need for fuel.
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if (!CheckFuel(product))
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{
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return false;
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}
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// Check need for power.
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if (!CheckForPower())
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{
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return false;
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}
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// Everything available? Start production.
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// Remove needed components, fuel and liquid.
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// Power will be substracted during the production process.
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CheckComponents(product, true);
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CheckFuel(product, true);
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// Add production effect.
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AddEffect("ProcessProduction", this, 100, 2, this, nil, product, producing_player);
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return true;
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}
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private func CheckComponents(id product, bool remove)
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func CheckComponents(id product, bool remove)
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{
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for (var item in ProductionCosts(product))
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{
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|
@ -578,15 +629,25 @@ private func CheckComponents(id product, bool remove)
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}
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}
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if (!found)
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{
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return false; // Substitutes missing.
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} else {
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}
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}
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||||
else
|
||||
{
|
||||
// Check substitute components
|
||||
if (CheckComponent(mat_substitute, mat_cost))
|
||||
{
|
||||
mat_id = mat_substitute;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false; // Substitute missing.
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
return false; // Components missing.
|
||||
}
|
||||
}
|
||||
|
@ -603,7 +664,9 @@ private func CheckComponents(id product, bool remove)
|
|||
i += num - 1; // -1 to offset loop advancement
|
||||
}
|
||||
else
|
||||
{
|
||||
obj->RemoveObject();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -615,7 +678,9 @@ public func GetAvailableComponentAmount(id material)
|
|||
{
|
||||
// Normal object?
|
||||
if (!material->~IsStackable())
|
||||
{
|
||||
return ContentsCount(material);
|
||||
}
|
||||
// If not, we need to check stacked objects.
|
||||
var real_amount = 0;
|
||||
var contents = FindObjects(Find_Container(this), Find_ID(material));
|
||||
|
@ -642,7 +707,9 @@ public func CheckFuel(id product, bool remove)
|
|||
var fuel_amount = 0;
|
||||
// Find fuel in this producer.
|
||||
for (var fuel in FindObjects(Find_Container(this), Find_Func("IsFuel")))
|
||||
{
|
||||
fuel_amount += fuel->~GetFuelAmount();
|
||||
}
|
||||
if (fuel_amount < fuel_needed)
|
||||
{
|
||||
return false;
|
||||
|
@ -654,13 +721,13 @@ public func CheckFuel(id product, bool remove)
|
|||
{
|
||||
// Extract the fuel amount from stored objects
|
||||
var fuel_extracted = fuel->~GetFuelAmount(fuel_needed);
|
||||
|
||||
|
||||
if (fuel_extracted > 0)
|
||||
{
|
||||
if (!fuel->~OnFuelRemoved(fuel_extracted)) fuel->RemoveObject();
|
||||
fuel_needed -= fuel_extracted;
|
||||
}
|
||||
|
||||
|
||||
// Converted enough? Stop here.
|
||||
if (fuel_needed <= 0)
|
||||
break;
|
||||
|
@ -671,13 +738,13 @@ public func CheckFuel(id product, bool remove)
|
|||
}
|
||||
|
||||
|
||||
private func CheckForPower()
|
||||
func CheckForPower()
|
||||
{
|
||||
return true; // always assume that power is available
|
||||
}
|
||||
|
||||
|
||||
private func IsProducing()
|
||||
func IsProducing()
|
||||
{
|
||||
if (GetEffect("ProcessProduction", this))
|
||||
return true;
|
||||
|
@ -685,24 +752,24 @@ private func IsProducing()
|
|||
}
|
||||
|
||||
|
||||
protected func FxProcessProductionStart(object target, proplist effect, int temporary, id product, int producing_player)
|
||||
func FxProcessProductionStart(object target, proplist effect, int temporary, id product, int producing_player)
|
||||
{
|
||||
if (temporary)
|
||||
return FX_OK;
|
||||
|
||||
|
||||
// Set product information
|
||||
effect.Product = product;
|
||||
effect.producing_player = producing_player;
|
||||
|
||||
|
||||
// Set production duration to zero.
|
||||
effect.Duration = 0;
|
||||
|
||||
|
||||
// Production is active.
|
||||
effect.Active = true;
|
||||
|
||||
// Callback to the producer.
|
||||
this->~OnProductionStart(effect.Product);
|
||||
|
||||
|
||||
// Consume power by registering as a consumer for the needed amount.
|
||||
// But first hold the production until the power system gives it ok.
|
||||
// Always register the power request even if power need is zero. The
|
||||
|
@ -710,8 +777,10 @@ protected func FxProcessProductionStart(object target, proplist effect, int temp
|
|||
// change its power need during production. Only do this for producers
|
||||
// which are power consumers.
|
||||
if (this->~IsPowerConsumer())
|
||||
{
|
||||
RegisterPowerRequest(this->PowerNeed());
|
||||
|
||||
}
|
||||
|
||||
return FX_OK;
|
||||
}
|
||||
|
||||
|
@ -723,9 +792,11 @@ public func OnNotEnoughPower()
|
|||
{
|
||||
effect.Active = false;
|
||||
this->~OnProductionHold(effect.Product, effect.Duration);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FatalError("Producer effect removed when power still active!");
|
||||
}
|
||||
return _inherited(...);
|
||||
}
|
||||
|
||||
|
@ -737,21 +808,23 @@ public func OnEnoughPower()
|
|||
{
|
||||
effect.Active = true;
|
||||
this->~OnProductionContinued(effect.Product, effect.Duration);
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
FatalError("Producer effect removed when power still active!");
|
||||
}
|
||||
return _inherited(...);
|
||||
}
|
||||
|
||||
|
||||
protected func FxProcessProductionTimer(object target, proplist effect, int time)
|
||||
func FxProcessProductionTimer(object target, proplist effect, int time)
|
||||
{
|
||||
if (!effect.Active)
|
||||
return FX_OK;
|
||||
|
||||
|
||||
// Add effect interval to production duration.
|
||||
effect.Duration += effect.Interval;
|
||||
|
||||
|
||||
// Check if production time has been reached.
|
||||
var production_time = ProductionTime(effect.Product);
|
||||
if (effect.Duration >= production_time)
|
||||
|
@ -766,28 +839,34 @@ protected func FxProcessProductionTimer(object target, proplist effect, int time
|
|||
}
|
||||
|
||||
|
||||
protected func FxProcessProductionStop(object target, proplist effect, int reason, bool temp)
|
||||
func FxProcessProductionStop(object target, proplist effect, int reason, bool temp)
|
||||
{
|
||||
if (temp)
|
||||
return FX_OK;
|
||||
|
||||
if (temp)
|
||||
return FX_OK;
|
||||
|
||||
// No need to consume power anymore. Always unregister even if there's a queue left to
|
||||
// process, because OnNotEnoughPower relies on it and it gives other producers the chance
|
||||
// to get some power. Do not unregister if this producer does not consumer power.
|
||||
if (this->~IsPowerConsumer())
|
||||
{
|
||||
UnregisterPowerRequest();
|
||||
}
|
||||
|
||||
if (reason != 0)
|
||||
{
|
||||
return FX_OK;
|
||||
|
||||
}
|
||||
|
||||
// Callback to the producer.
|
||||
this->~OnProductionFinish(effect.Product);
|
||||
// Create product.
|
||||
// Create product.
|
||||
var product = CreateObject(effect.Product);
|
||||
OnProductEjection(product);
|
||||
// Global callback.
|
||||
if (product)
|
||||
{
|
||||
GameCallEx("OnProductionFinished", product, effect.producing_player);
|
||||
}
|
||||
// Try to process the queue immediately and don't wait for the timer to prevent pauses.
|
||||
ProcessQueue();
|
||||
return FX_OK;
|
||||
|
@ -799,7 +878,9 @@ public func OnProductEjection(object product)
|
|||
{
|
||||
// Safety for the product removing itself on construction.
|
||||
if (!product)
|
||||
return;
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Vehicles in front of buildings, and objects with special needs as well.
|
||||
if (product->GetCategory() & C4D_Vehicle || product->~OnCompletionEjectProduct())
|
||||
{
|
||||
|
@ -814,7 +895,9 @@ public func OnProductEjection(object product)
|
|||
}
|
||||
// Items should stay inside.
|
||||
else
|
||||
{
|
||||
product->Enter(this);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -836,15 +919,19 @@ public func ConnectCableStation(object station)
|
|||
public func RequestAllMissingComponents(proplist product)
|
||||
{
|
||||
if (!cable_station)
|
||||
{
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
var item_id = product.Product;
|
||||
var amount = product.Amount;
|
||||
// Take by batches of five for infinite production.
|
||||
// TODO: Can we somehow make this smarter? Take all available from source container?
|
||||
if (product.Infinite)
|
||||
{
|
||||
amount = 5;
|
||||
|
||||
}
|
||||
|
||||
// Request all currently unavailable components.
|
||||
for (var item in ProductionCosts(item_id))
|
||||
{
|
||||
|
@ -852,16 +939,20 @@ public func RequestAllMissingComponents(proplist product)
|
|||
var mat_cost = item[1];
|
||||
// No way to request liquids currently, player must use pumps instead.
|
||||
if (mat_id->~IsLiquid())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var available = GetAvailableComponentAmount(mat_id);
|
||||
if (available < mat_cost)
|
||||
{
|
||||
RequestObject(mat_id, mat_cost - available, amount * mat_cost - available);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Also check item fuel need.
|
||||
var fuel_needed = FuelNeed(item_id);
|
||||
if (fuel_needed > 0)
|
||||
{
|
||||
{
|
||||
// For now just use coal as a fuel.
|
||||
var coal_needed = 1 + (fuel_needed - 1) / Coal->GetFuelAmount();
|
||||
RequestObject(Coal, coal_needed, amount * coal_needed);
|
||||
|
@ -872,7 +963,9 @@ public func RequestAllMissingComponents(proplist product)
|
|||
public func RequestObject(id item_id, int min_amount, int max_amount)
|
||||
{
|
||||
if (cable_station)
|
||||
{
|
||||
cable_station->AddRequest({type = item_id, min_amount = min_amount, max_amount = max_amount});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -884,7 +977,9 @@ public func IsCollectionAllowed(object item)
|
|||
{
|
||||
// Some objects might just bypass this check
|
||||
if (item->~ForceEntry(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var item_id = item->GetID();
|
||||
// Products itself may be collected.
|
||||
if (IsProduct(item_id)) return true;
|
||||
|
@ -896,16 +991,23 @@ public func IsCollectionAllowed(object item)
|
|||
while (component_id = product->GetComponent(nil, i))
|
||||
{
|
||||
if (component_id == item_id)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if (product->~GetSubstituteComponent(component_id))
|
||||
{
|
||||
var subs = product->GetSubstituteComponent(component_id);
|
||||
if (GetType(subs) == C4V_Array)
|
||||
{
|
||||
if (IsValueInArray(subs, item_id))
|
||||
{
|
||||
return true;
|
||||
} else if (subs == item_id)
|
||||
}
|
||||
}
|
||||
else if (subs == item_id)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
@ -921,14 +1023,14 @@ public func IsCollectionAllowed(object item)
|
|||
// This uses the queue instead of the product list, because other items may need the original object.
|
||||
// This extremely special case is used by the ice object only, and should be removed in my opinion,
|
||||
// but it is included for compatibility reasons at the moment.
|
||||
// TODO
|
||||
// TODO
|
||||
//Log("Checking for conversion: queue is %v", queue);
|
||||
if (item->~CanConvertToLiquidType())
|
||||
{
|
||||
for (var queued in queue)
|
||||
{
|
||||
var product = queued.Product;
|
||||
|
||||
|
||||
var i = 0, component_id;
|
||||
while (component_id = product->GetComponent(nil, i))
|
||||
{
|
||||
|
@ -956,8 +1058,10 @@ public func RejectCollect(id item_id, object item)
|
|||
GrabContents(item);
|
||||
}
|
||||
// Can we collect the object itself?
|
||||
if (IsCollectionAllowed(item))
|
||||
if (IsCollectionAllowed(item))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -967,7 +1071,7 @@ public func RejectCollect(id item_id, object item)
|
|||
// and this functionality may be removed in
|
||||
// the near future.
|
||||
// TODO
|
||||
private func ConvertToLiquid(object obj)
|
||||
func ConvertToLiquid(object obj)
|
||||
{
|
||||
var liquid = GetDefinition(obj->CanConvertToLiquidType())->CreateLiquid(obj->GetLiquidAmount());
|
||||
|
||||
|
|
Loading…
Reference in New Issue