forked from Mirrors/openclonk
108 lines
2.1 KiB
C
108 lines
2.1 KiB
C
/*-- Tools workshop --*/
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#include Library_Structure
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#include Library_Ownable
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#include Library_Producer
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#include Library_LampPost
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local hold_production;
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public func LampPosition(id def) { return [GetCalcDir()*14,-6]; }
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public func Construction(object creator)
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{
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SetAction("Default");
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return _inherited(creator, ...);
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}
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public func IsHammerBuildable() { return true; }
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public func Initialize()
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{
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hold_production = false;
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return _inherited(...);
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}
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/*-- Production --*/
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public func IsProduct(id product_id)
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{
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return product_id->~IsToolProduct();
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}
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private func ProductionTime(id product) { return _inherited(product, ...) ?? 150; }
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public func PowerNeed() { return 40; }
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public func OnProductionStart(id product)
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{
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SetSign(product);
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AddEffect("Working", this, 100, 1, this);
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hold_production = false;
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return;
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}
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public func OnProductionHold(id product)
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{
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hold_production = true;
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return;
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}
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public func OnProductionContinued(id product)
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{
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hold_production = false;
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return;
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}
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public func OnProductionFinish(id product)
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{
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RemoveEffect("Working", this);
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SetSign(nil);
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return;
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}
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protected func FxWorkingTimer()
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{
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if(!hold_production)
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Smoking();
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return 1;
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}
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private func Smoking()
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{
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if (Random(6)) Smoke(16 * GetCalcDir(), -20, 10);
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if (Random(8)) Smoke(14 * GetCalcDir(), -20, 8 + Random(3));
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return 1;
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}
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public func SetSign(id def)
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{
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if (!def)
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return SetGraphics("", nil, GFX_Overlay, 4);
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SetGraphics("", def, GFX_Overlay, 4);
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SetObjDrawTransform(200, 0, -19500 * GetCalcDir(), 0, 200, 2500, GFX_Overlay);
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}
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local ActMap = {
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Default = {
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Prototype = Action,
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Name = "Default",
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Procedure = DFA_NONE,
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Directions = 2,
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FlipDir = 1,
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Length = 1,
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Delay = 0,
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FacetBase=1,
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NextAction = "Default",
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},
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};
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func Definition(def) {
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SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(2000,0,7000),Trans_Rotate(-20,1,0,0),Trans_Rotate(30,0,1,0)), def);
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return _inherited(def, ...);
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}
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local Name = "$Name$";
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local Description ="$Description$";
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local ContainBlast = true;
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local BlastIncinerate = 100;
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local FireproofContainer = true;
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local HitPoints = 70;
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local Components = {Wood = 3, Metal = 2}; |