forked from Mirrors/openclonk
123 lines
2.8 KiB
C
123 lines
2.8 KiB
C
/*-- Shipyard --*/
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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 animWork;
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local meshAttach;
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public func LampPosition(id def) { return [GetCalcDir()*-6,30]; }
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public func Initialize()
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{
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animWork = PlayAnimation("Work", 1, Anim_Const(0));
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// Update vertices to fit shape of flipped building after construction is finished.
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// Vertices are being reset when the construction is finished (i.e. on shape updates).
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if (GetDir() == DIR_Right)
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FlipVertices();
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return _inherited(...);
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}
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public func Construction(object creator)
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{
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SetAction("Wait");
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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 SetDir(int dir)
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{
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// Update vertices to fit shape of flipped building when dir is changed.
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if (GetDir() != dir)
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FlipVertices();
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return _inherited(dir, ...);
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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->~IsShipyardProduct();
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}
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private func ProductionTime(id product) { return _inherited(product, ...) ?? 400; }
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public func PowerNeed() { return 80; }
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private func FxIntWorkAnimTimer(object target, proplist effect, int timer)
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{
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if(effect.paused == true) return 1;
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// Message("Working...");
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var tickAmount = 50;
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var animSpot = GetAnimationPosition(animWork);
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//-50 is to dodge around an engine crash. If it reaches (near) the end of the
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//animation, it dies for some reason. :(
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var animLength = GetAnimationLength("Work") - 50;
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//loop anim
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if(animSpot + tickAmount > animLength){
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SetAnimationPosition(animWork, Anim_Const(animSpot + tickAmount - animLength));
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}
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//otherwise, advance animation
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else SetAnimationPosition(animWork, Anim_Const(animSpot + tickAmount));
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}
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local workEffect;
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public func OnProductionStart(id product)
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{
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workEffect = AddEffect("IntWorkAnim", this, 1,1,this);
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return _inherited(product, ...);
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}
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public func OnProductionHold(id product)
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{
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workEffect.paused = true;
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return _inherited(product, ...);
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}
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public func OnProductionContinued(id product)
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{
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workEffect.paused = false;
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return _inherited(product, ...);
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}
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public func OnProductionFinish(id product)
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{
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RemoveEffect(nil, this, workEffect);
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return _inherited(product, ...);
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}
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public func Definition(def)
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{
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def.MeshTransformation = Trans_Mul(Trans_Scale(800), Trans_Translate(2000, 0, 0), Trans_Rotate(8, 0, 1, 0));
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def.PictureTransformation = Trans_Mul(Trans_Translate(0, -25000, 50000), Trans_Scale(600));
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return _inherited(def, ...);
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}
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local ActMap = {
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Wait = {
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Prototype = Action,
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Name = "Wait",
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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 = "Wait",
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},
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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 = 4, Metal = 3}; |