openclonk/planet/Objects.ocd/Structures.ocd/SteamEngine.ocd/Script.c

331 lines
7.3 KiB
C

/**
Steam Engine
Burns fuels like coal, wood and oil to produce power. The steam engine
produces 120 units of power independent of the fuel. However, the fuel
determines the amount of fuel and thereby the burn time.
@author Maikel (orignal script), Marky (fuel liquid)
*/
#include Library_Structure
#include Library_Ownable
#include Library_PowerProducer
#include Library_Flag
#include Library_LiquidContainer
#include Library_PipeControl
local DefaultFlagRadius = 200;
static const SteamEngine_produced_power = 120;
local fuel_amount;
// Possibly connected cable station
local cable_station;
public func Construction()
{
SetAction("Default");
return _inherited(...);
}
public func Initialize()
{
fuel_amount = 0;
AddTimer("ContentsCheck", 10);
return _inherited(...);
}
public func IsHammerBuildable() { return true; }
// This structure has a collection zone, which can not be flipped.
public func NoConstructionFlip() { return true; }
public func IsContainer() { return true; }
public func RejectCollect(id item, object obj)
{
// Accept fuel only
if (obj->~IsFuel())
return false;
// Is the object a container? If so, try to empty it.
if (obj->~IsContainer() || obj->~IsLiquidContainer())
{
GrabContents(obj);
}
return true;
}
public func Collection(object obj, bool put)
{
Sound("Objects::Clonk");
}
public func ContentsCheck()
{
// Ejects non fuel items immediately
var fuel = FindObject(Find_Container(this), Find_Not(Find_Func("IsFuel")));
if (fuel)
{
fuel->Exit(-45, 21, -20, -1, -1, -30);
Sound("Chuff");
}
// If active don't do anything.
if (IsWorking())
return;
// If there is fuel available let the network know.
if (GetFuelAmount() > 0 || GetFuelContents())
RegisterPowerProduction(SteamEngine_produced_power);
return;
}
public func GetFuelAmount()
{
return fuel_amount;
}
/*-- Power Production --*/
// Produces power on demand, so not steady.
public func IsSteadyPowerProducer() { return false; }
// Low priority so that other sources of power are drained before burning fuel.
public func GetProducerPriority() { return 0; }
// Callback from the power library for production of power request.
public func OnPowerProductionStart(int amount)
{
// Check if there is fuel.
RefillFuel();
// There is enough fuel so start producing power and notify network of this.
if (GetAction() == "Default")
SetAction("Work");
return true;
}
// Callback from the power library requesting to stop power production.
public func OnPowerProductionStop(int amount)
{
// Set action to idle when it was working.
if (IsWorking())
SetAction("Default");
return true;
}
// Start call from working action.
public func WorkStart()
{
Sound("Structures::SteamEngine", {loop_count = 1});
return;
}
// Status?
public func IsWorking(){ return GetAction() == "Work";}
// Phase call from working action, every two frames.
public func Working()
{
DoFuelAmount(-2); // Reduce the fuel amount by 1 per frame
RefillFuel(); // Check if there is still enough fuel available.
if (!GetFuelAmount())
{
// Set action to idle and unregister this producer as available from the network.
SetAction("Default");
UnregisterPowerProduction();
}
// Request fuel from cable car network if there is not fuel object available.
if (!GetFuelContents())
RequestFuel();
Smoking(); // Smoke from the exhaust shaft.
return;
}
// Stop call from working action.
public func WorkStop()
{
// Don't kill the sound in this call, since that would interupt the sound effect.
return;
}
// Abort call from working action.
public func WorkAbort()
{
// Sound can be safely stopped here since this action will always end with an abort call.
Sound("Structures::SteamEngine", {loop_count = -1});
return;
}
public func RefillFuel()
{
// Check if there is still enough fuel available.
var no_fuel = GetFuelAmount() <= 0;
// The reserve is probably not necessary
var should_keep_reserve = IsWorking() && GetNeutralPipe() && GetFuelAmount() < 100;
if (no_fuel || should_keep_reserve)
{
var fuel_extracted;
// Search for new fuel among the contents.
var fuel = GetFuelContents();
if (fuel)
{
fuel_extracted = fuel->~GetFuelAmount();
if (!fuel->~OnFuelRemoved(fuel_extracted))
fuel->RemoveObject();
DoFuelAmount(fuel_extracted * 18);
}
}
}
public func GetFuelContents()
{
return FindObject(Find_Container(this), Find_Func("IsFuel"));
}
public func DoFuelAmount(int amount)
{
fuel_amount += amount;
}
public func Smoking()
{
// Smoke from the exhaust shaft
Smoke(-20 * GetCalcDir() + RandomX(-2, 2), -26, 10);
Smoke(-20 * GetCalcDir() + RandomX(-2, 2), -24, 8);
Smoke(-20 * GetCalcDir() + RandomX(-2, 2), -24, 10);
}
public func IsLiquidContainerForMaterial(string liquid)
{
return WildcardMatch("Oil", liquid);
}
public func GetLiquidContainerMaxFillLevel(liquid_name)
{
return 300;
}
// The foundry may have one drain and one source.
public func QueryConnectPipe(object pipe, bool do_msg)
{
if (GetDrainPipe() && GetSourcePipe())
{
if (do_msg) pipe->Report("$MsgHasPipes$");
return true;
}
else if (GetSourcePipe() && pipe->IsSourcePipe())
{
if (do_msg) pipe->Report("$MsgSourcePipeProhibited$");
return true;
}
else if (GetDrainPipe() && pipe->IsDrainPipe())
{
if (do_msg) pipe->Report("$MsgDrainPipeProhibited$");
return true;
}
else if (pipe->IsAirPipe())
{
if (do_msg) pipe->Report("$MsgPipeProhibited$");
return true;
}
return false;
}
// Set to source or drain pipe.
public func OnPipeConnect(object pipe, string specific_pipe_state)
{
if (PIPE_STATE_Source == specific_pipe_state)
{
SetSourcePipe(pipe);
pipe->SetSourcePipe();
}
else if (PIPE_STATE_Drain == specific_pipe_state)
{
SetDrainPipe(pipe);
pipe->SetDrainPipe();
}
else
{
if (!GetDrainPipe())
OnPipeConnect(pipe, PIPE_STATE_Drain);
else if (!GetSourcePipe())
OnPipeConnect(pipe, PIPE_STATE_Source);
}
pipe->Report("$MsgConnectedPipe$");
}
/*-- Cable Network --*/
public func AcceptsCableStationConnection() { return true; }
public func IsNoCableStationConnected() { return !cable_station; }
public func ConnectCableStation(object station)
{
cable_station = station;
}
public func RequestFuel()
{
// For now just request coal as it is the safest type of fuel, that is least needed by other structures.
if (cable_station)
cable_station->AddRequest({type = Coal, min_amount = 1, max_amount = 5});
return;
}
/*-- Properties --*/
local ActMap = {
Default = {
Prototype = Action,
Name = "Default",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 0,
FacetBase = 1,
NextAction = "Default",
},
Work = {
Prototype = Action,
Name = "Work",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 20,
Delay = 2,
FacetBase = 1,
NextAction = "Work",
Animation = "Work",
PhaseCall = "Working",
StartCall = "WorkStart",
EndCall = "WorkStop",
AbortCall = "WorkAbort",
},
};
protected func Definition(def)
{
SetProperty("MeshTransformation", Trans_Mul(Trans_Rotate(25, 0, 1, 0), Trans_Scale(625)), def);
SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(-4000, -18000, 60000), Trans_Rotate(25, 0, 1, 0), Trans_Scale(625)), def);
return _inherited(def, ...);
}
local ContainBlast = true;
local BlastIncinerate = 130;
local HitPoints = 100;
local FireproofContainer = true;
local Name = "$Name$";
local Description = "$Description$";
local Components = {Rock = 6, Metal = 3};