forked from Mirrors/openclonk
Formatted code, no change in functionality
Brackets, protected/private func => func, whitespacesmaster
parent
d9bc1d9142
commit
6bdb4275f7
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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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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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@ -182,33 +184,45 @@ public func OnProductHover(symbol, extra_data, desc_menu_target, menu_id)
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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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@ -259,14 +273,14 @@ public func FxIntUpgradeProductProgressBarTimer(object target, effect fx, int ti
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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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@ -288,14 +304,18 @@ public func GetProducts(object for_clonk)
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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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@ -304,7 +324,9 @@ public func GetProducts(object for_clonk)
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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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@ -364,7 +386,9 @@ public func ModifyQueueIndex(int position, int amount, bool infinite_production)
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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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@ -373,7 +397,9 @@ public func ModifyQueueIndex(int position, int amount, bool infinite_production)
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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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@ -391,7 +417,10 @@ 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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@ -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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@ -435,12 +470,13 @@ 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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*/
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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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@ -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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@ -480,15 +517,19 @@ 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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@ -507,7 +548,9 @@ private func ProcessQueue()
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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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@ -518,29 +561,37 @@ 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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@ -554,7 +605,7 @@ private func Produce(id product, producing_player)
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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
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{
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// Check substitute components
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if (CheckComponent(mat_substitute, mat_cost))
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{
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mat_id = mat_substitute;
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}
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else
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{
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return false; // Substitute missing.
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}
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} else {
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}
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}
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else
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{
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return false; // Components missing.
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}
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}
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@ -603,10 +664,12 @@ private func CheckComponents(id product, bool remove)
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i += num - 1; // -1 to offset loop advancement
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}
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else
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{
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obj->RemoveObject();
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}
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}
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}
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}
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return true;
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}
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@ -615,7 +678,9 @@ public func GetAvailableComponentAmount(id material)
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{
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// Normal object?
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if (!material->~IsStackable())
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{
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return ContentsCount(material);
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}
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// If not, we need to check stacked objects.
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var real_amount = 0;
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var contents = FindObjects(Find_Container(this), Find_ID(material));
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@ -642,7 +707,9 @@ public func CheckFuel(id product, bool remove)
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var fuel_amount = 0;
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// Find fuel in this producer.
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for (var fuel in FindObjects(Find_Container(this), Find_Func("IsFuel")))
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{
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fuel_amount += fuel->~GetFuelAmount();
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}
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if (fuel_amount < fuel_needed)
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{
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return false;
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@ -671,13 +738,13 @@ public func CheckFuel(id product, bool remove)
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}
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private func CheckForPower()
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func CheckForPower()
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{
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return true; // always assume that power is available
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}
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private func IsProducing()
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func IsProducing()
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{
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if (GetEffect("ProcessProduction", this))
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return true;
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@ -685,7 +752,7 @@ private func IsProducing()
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}
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protected func FxProcessProductionStart(object target, proplist effect, int temporary, id product, int producing_player)
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func FxProcessProductionStart(object target, proplist effect, int temporary, id product, int producing_player)
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{
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if (temporary)
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return FX_OK;
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@ -710,7 +777,9 @@ protected func FxProcessProductionStart(object target, proplist effect, int temp
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// change its power need during production. Only do this for producers
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// which are power consumers.
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if (this->~IsPowerConsumer())
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{
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RegisterPowerRequest(this->PowerNeed());
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}
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return FX_OK;
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}
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@ -725,7 +794,9 @@ public func OnNotEnoughPower()
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this->~OnProductionHold(effect.Product, effect.Duration);
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}
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else
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{
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FatalError("Producer effect removed when power still active!");
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}
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return _inherited(...);
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}
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@ -739,12 +810,14 @@ public func OnEnoughPower()
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this->~OnProductionContinued(effect.Product, effect.Duration);
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}
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else
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{
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FatalError("Producer effect removed when power still active!");
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}
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return _inherited(...);
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}
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protected func FxProcessProductionTimer(object target, proplist effect, int time)
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func FxProcessProductionTimer(object target, proplist effect, int time)
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{
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if (!effect.Active)
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return FX_OK;
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@ -766,7 +839,7 @@ protected func FxProcessProductionTimer(object target, proplist effect, int time
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}
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protected func FxProcessProductionStop(object target, proplist effect, int reason, bool temp)
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func FxProcessProductionStop(object target, proplist effect, int reason, bool temp)
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{
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if (temp)
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return FX_OK;
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@ -775,10 +848,14 @@ protected func FxProcessProductionStop(object target, proplist effect, int reaso
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// process, because OnNotEnoughPower relies on it and it gives other producers the chance
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// to get some power. Do not unregister if this producer does not consumer power.
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if (this->~IsPowerConsumer())
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{
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UnregisterPowerRequest();
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}
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if (reason != 0)
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{
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return FX_OK;
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}
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// Callback to the producer.
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this->~OnProductionFinish(effect.Product);
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@ -787,7 +864,9 @@ protected func FxProcessProductionStop(object target, proplist effect, int reaso
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OnProductEjection(product);
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// Global callback.
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if (product)
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{
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GameCallEx("OnProductionFinished", product, effect.producing_player);
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}
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// Try to process the queue immediately and don't wait for the timer to prevent pauses.
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ProcessQueue();
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return FX_OK;
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@ -799,7 +878,9 @@ public func OnProductEjection(object product)
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{
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// Safety for the product removing itself on construction.
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if (!product)
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{
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return;
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}
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// Vehicles in front of buildings, and objects with special needs as well.
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if (product->GetCategory() & C4D_Vehicle || product->~OnCompletionEjectProduct())
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{
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@ -814,7 +895,9 @@ public func OnProductEjection(object product)
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}
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// Items should stay inside.
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else
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{
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product->Enter(this);
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}
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return;
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}
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@ -836,14 +919,18 @@ public func ConnectCableStation(object station)
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public func RequestAllMissingComponents(proplist product)
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{
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if (!cable_station)
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{
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return false;
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}
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var item_id = product.Product;
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var amount = product.Amount;
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// Take by batches of five for infinite production.
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// TODO: Can we somehow make this smarter? Take all available from source container?
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if (product.Infinite)
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{
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amount = 5;
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}
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// Request all currently unavailable components.
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for (var item in ProductionCosts(item_id))
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@ -852,11 +939,15 @@ public func RequestAllMissingComponents(proplist product)
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var mat_cost = item[1];
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// No way to request liquids currently, player must use pumps instead.
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if (mat_id->~IsLiquid())
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{
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continue;
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}
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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);
|
||||
|
@ -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;
|
||||
|
@ -896,17 +991,24 @@ 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++;
|
||||
}
|
||||
}
|
||||
|
@ -957,7 +1059,9 @@ public func RejectCollect(id item_id, object item)
|
|||
}
|
||||
// Can we collect the object itself?
|
||||
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