openclonk/planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c

230 lines
6.5 KiB
C

/**
Constructor
Library for objects which are able to construct structures.
@author Maikel
*/
public func IsConstructor() { return true; }
public func ControlUseStart(object clonk, num x, num y)
{
// Is the clonk able to construct?
if(clonk->GetProcedure() != "WALK")
{
clonk->CancelUse();
return true;
}
// Is the clonk at an construction site?
// TODO: check for multiple objects
var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
if (structure)
{
if (structure->GetDamage() > 0)
{
Repair(clonk, structure);
return true;
}
}
// Otherwise create a menu with possible structures to build.
clonk->CreateConstructionMenu(this, true);
clonk->CancelUse();
return true;
}
public func HoldingEnabled() { return true; }
public func ControlUseHolding(object clonk, num x, num y)
{
// Is the clonk still able to construct?
if (clonk->GetProcedure() != "WALK")
{
clonk->CancelUse();
return true;
}
// Is the clonk still at an construction site?
var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
if (structure)
{
if (structure->GetDamage() > 0)
{
Repair(clonk, structure);
return true;
}
}
clonk->CancelUse();
return true;
}
private func ShowConstructionMaterial(object clonk, object structure)
{
var mat_msg = "$TxtNeeds$";
var structure_id = structure->GetID();
var comp, index = 0;
while (comp = structure->GetComponent(nil, index))
{
var current_amount = structure->GetComponent(comp);
var max_amount = GetComponent(comp, nil, nil, structure_id);
mat_msg = Format("%s %dx{{%i}}", mat_msg, Max(0, max_amount - current_amount), comp);
index++;
}
clonk->Message(mat_msg);
return;
}
private func Repair(object clonk, object structure)
{
}
/** Gives a list of ids of the players knowledge.
*/
public func GetConstructionPlans(int plr)
{
var construction_plans = [];
var construct_id, index = 0;
while (construct_id = GetPlrKnowledge(plr, 0, index++, C4D_Structure))
construction_plans[index-1] = construct_id;
return construction_plans;
}
/* Construction preview */
func ShowConstructionPreview(object clonk, id structure_id)
{
AddEffect("ControlConstructionPreview", clonk, 1, 0, this, nil, structure_id, clonk);
SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, true);
return true;
}
func FxControlConstructionPreviewStart(object clonk, effect, int temp, id structure_id, object clonk)
{
if (temp) return;
effect.structure = structure_id;
effect.flipable = !structure_id->~NoConstructionFlip();
effect.preview = CreateObject(ConstructionPreviewer, AbsX(clonk->GetX()), AbsY(clonk->GetY()), clonk->GetOwner());
effect.preview->Set(structure_id, clonk);
}
// Called by Control2Effect
func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, num x, num y, num strength, bool repeat, bool release)
{
if (ctrl != CON_Aim)
{
// CON_Use is accept
if (ctrl == CON_Use)
CreateConstructionSite(clonk, effect.structure, AbsX(effect.preview->GetX()), AbsY(effect.preview->GetY() + effect.preview.dimension_y/2), effect.preview.direction, effect.preview.stick_to);
// movement is allowed
else if (IsMovementControl(ctrl))
return false;
// Flipping
// this is actually realized twice. Once as an Extra-Interaction in the clonk, and here. We don't want the Clonk to get any non-movement controls though, so we handle it here too.
// (yes, this means that actionbar-hotkeys wont work for it. However clicking the button will.)
else if (IsInteractionControl(ctrl))
{
if (release)
effect.preview->Flip();
return true;
}
// everything else declines
RemoveEffect("ControlConstructionPreview", clonk, effect);
return true;
}
effect.preview->Reposition(x, y);
return true;
}
func FxControlConstructionPreviewStop(object clonk, effect, int reason, bool temp)
{
if (temp) return;
effect.preview->RemoveObject();
SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, false);
}
/* Construction */
func CreateConstructionSite(object clonk, id structure_id, num x, num y, int dir, object stick_to)
{
// Only when the clonk is standing and outdoors
if (clonk->GetAction() != "Walk")
return false;
if (clonk->Contained())
return false;
// Check if the building can be build here
if (structure_id->~RejectConstruction(x, y, clonk))
return false;
if (!CheckConstructionSite(structure_id, x, y))
{
CustomMessage("$TxtNoSiteHere$", this, clonk->GetOwner(), nil,nil, RGB(255,0,0)); // todo: stringtable
return false;
}
// intersection-check with all other construction sites... bah
for(var other_site in FindObjects(Find_ID(ConstructionSite)))
{
if(!(other_site->GetLeftEdge() > GetX()+x+structure_id->GetDefWidth()/2 ||
other_site->GetRightEdge() < GetX()+x-structure_id->GetDefWidth()/2 ||
other_site->GetTopEdge() > GetY()+y+structure_id->GetDefHeight()/2 ||
other_site->GetBottomEdge() < GetY()+y-structure_id->GetDefHeight()/2 ))
{
CustomMessage(Format("$TxtBlocked$",other_site->GetName()), this, clonk->GetOwner(), nil,nil, RGB(255,0,0)); // todo: stringtable
return false;
}
}
// Set owner for CreateConstruction
SetOwner(clonk->GetOwner());
// Create construction site
var site;
site = CreateObject(ConstructionSite, x, y, Contained()->GetOwner());
site->Set(structure_id, dir, stick_to);
//if(!(site = CreateConstruction(structure_id, x, y, Contained()->GetOwner(), 1, 1, 1)))
//return false;
// check for material
var comp, index = 0;
var mat;
var w = structure_id->GetDefWidth()+10;
var h = structure_id->GetDefHeight()+10;
while (comp = GetComponent(nil, index, nil, structure_id))
{
// find material
var count_needed = GetComponent(comp, nil, nil, structure_id);
index++;
mat = CreateArray();
// 1. look for stuff in the clonk
mat[0] = FindObjects(Find_ID(comp), Find_Container(clonk));
// 2. look for stuff lying around
mat[1] = clonk->FindObjects(Find_ID(comp), Find_NoContainer(), Find_InRect(-w/2, -h/2, w,h));
// 3. look for stuff in nearby lorries/containers
var i = 2;
for(var cont in clonk->FindObjects(Find_Or(Find_Func("IsLorry"), Find_Func("IsContainer")), Find_InRect(-w/2, -h/2, w,h)))
mat[i] = FindObjects(Find_ID(comp), Find_Container(cont));
// move it
for(var mat2 in mat)
{
for(var o in mat2)
{
if(count_needed <= 0)
break;
o->Exit();
o->Enter(site);
count_needed--;
}
}
}
// Message
clonk->Message("$TxtConstructions$", structure_id->GetName());
return true;
}