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/**
Pump
Pumps liquids using drain and source pipes. Features include:
+ switch on and off
+ consume/produce a variable amount of power depending on the height of
source and drain
@author Maikel, ST-DDT, Sven2, Newton
*/
#include Library_Structure
#include Library_Ownable
#include Library_PowerConsumer
#include Library_PowerProducer
#include Library_Tank
static const PUMP_Menu_Action_Switch_On = "on";
static const PUMP_Menu_Action_Switch_Off = "off";
static const PUMP_Menu_Action_Description = "description";
static const PUMP_Menu_Action_Material_Enable = "material_on";
static const PUMP_Menu_Action_Material_Disable = "material_off";
local animation; // animation handle
local switched_on; // controlled by Interaction. Indicates whether the user wants to pump or not
local powered; // whether the pump has enough power as a consumer, always true if producing
local power_used; // the amount of power currently consumed or (if negative) produced
local clog_count; // increased when the pump doesn't find liquid or can't insert it. When it reaches max_clog_count, it will put the pump into temporary idle mode.
local max_clog_count = 5; // note that even when max_clog_count is reached, the pump will search through offsets (but in idle mode)
local pump_materials; // list of materials which may be pumped.
local accepted_mat; // currently accepted material.
local stored_material_name; //contained liquid
local stored_material_amount;
/** This object is a liquid pump, thus pipes can be connected. */
public func IsLiquidPump() { return true; }
public func IsLiquidContainer() { return false; }
public func IsLiquidTank() { return false; }
// The pump is rather complex for players. If anything happened, tell it to the player via the interaction menu.
local last_status_message;
public func Construction()
{
// Rotate at a 45 degree angle towards viewer and add a litte bit of Random
this.MeshTransformation = Trans_Rotate(50 + RandomX(-10, 10), 0, 1, 0);
InitMaterialSelection();
return _inherited(...);
}
public func IsHammerBuildable() { return true; }
public func NoConstructionFlip() { return true; }
public func Initialize()
{
switched_on = true;
var start = 0;
var end = GetAnimationLength("pump");
animation = PlayAnimation("pump", 5, Anim_Linear(GetAnimationPosition(animation), start, end, 35, ANIM_Loop));
SetState("Wait");
// Let the fast pump rule know it has been created.
for (var rule in FindObjects(Find_ID(Rule_FastPump)))
rule->~OnPumpCreation(this);
return _inherited(...);
}
/*-- Interaction --*/
public func HasInteractionMenu() { return true; }
public func GetPumpControlMenuEntries(object clonk)
{
var menu_entries = [];
// default design of a control menu item
var custom_entry =
{
Right = "100%", Bottom = "2em",
BackgroundColor = {Std = 0, OnHover = 0x50ff0000},
image = {Right = "2em"},
text = {Left = "2em"}
};
// Add info message about what is going on with the pump.
var status = "$StateOk$";
var lightbulb_graphics = "Green";
if (last_status_message != nil)
{
status = last_status_message;
lightbulb_graphics = "Red";
}
PushBack(menu_entries, {symbol = this, extra_data = PUMP_Menu_Action_Description,
custom =
{
Prototype = custom_entry,
Bottom = "1.2em",
Priority = -1,
BackgroundColor = RGB(25, 100, 100),
text = {Prototype = custom_entry.text, Text = status},
image = {Prototype = custom_entry.image, Symbol = Icon_Lightbulb, GraphicsName = lightbulb_graphics}
}});
// switch on and off
if (!switched_on)
PushBack(menu_entries, GetPumpMenuEntry(custom_entry, Icon_Play, "$MsgTurnOn$", 1, PUMP_Menu_Action_Switch_On));
else
PushBack(menu_entries, GetPumpMenuEntry(custom_entry, Icon_Stop, "$MsgTurnOff$", 1, PUMP_Menu_Action_Switch_Off));
return menu_entries;
}
public func GetPumpMenuEntry(proplist custom_entry, symbol, string text, int priority, extra_data)
{
return {symbol = symbol, extra_data = extra_data,
custom =
{
Prototype = custom_entry,
Priority = priority,
text = {Prototype = custom_entry.text, Text = text},
image = {Prototype = custom_entry.image, Symbol = symbol}
}};
}
public func GetInteractionMenus(object clonk)
{
var menus = _inherited(clonk, ...) ?? [];
var control_menu =
{
title = "$Control$",
entries_callback = this.GetPumpControlMenuEntries,
callback = "OnPumpControl",
callback_hover = "OnPumpControlHover",
callback_target = this,
BackgroundColor = RGB(0, 50, 50),
Priority = 20
};
PushBack(menus, control_menu);
var materials_menu =
{
title = "$PumpMaterials$",
entries_callback = this.GetPumpMaterialsMenuEntries,
callback = "OnPumpMaterials",
callback_hover = "OnPumpMaterialsHover",
callback_target = this,
BackgroundColor = RGB(0, 50, 50),
Priority = 25
};
PushBack(menus, materials_menu);
return menus;
}
public func OnPumpControlHover(id symbol, string action, desc_menu_target, menu_id)
{
var text = "";
if (action == PUMP_Menu_Action_Switch_On) text = "$DescTurnOn$";
else if (action == PUMP_Menu_Action_Switch_Off) text = "$DescTurnOff$";
else if (action == PUMP_Menu_Action_Description) text = this.Description;
GuiUpdateText(text, menu_id, 1, desc_menu_target);
}
public func OnPumpControl(symbol_or_object, string action, bool alt)
{
if (action == PUMP_Menu_Action_Switch_On || action == PUMP_Menu_Action_Switch_Off)
ToggleOnOff(true);
UpdateInteractionMenus(this.GetPumpControlMenuEntries);
}
private func SetInfoMessage(string msg)
{
if (last_status_message == msg) return;
last_status_message = msg;
UpdateInteractionMenus(this.GetPumpControlMenuEntries);
}
static const LIBRARY_TANK_Menu_Action_Cut_AirPipe = "cutairpipe";
static const LIBRARY_TANK_Menu_Action_Add_AirPipe = "addairpipe";
// Extend liquid tank connection interface to air pipes.
public func GetPipeControlMenuEntries(object clonk)
{
var menu_entries = inherited(clonk, ...);
var drain_pipe = GetDrainPipe();
// Modify cut drain pipe menu entry for air pipe.
if (drain_pipe && !drain_pipe->QueryCutLineConnection(this) && drain_pipe->IsAirPipe())
{
for (var entry in menu_entries)
{
if (entry.extra_data == LIBRARY_TANK_Menu_Action_Cut_Drain)
{
entry.extra_data = LIBRARY_TANK_Menu_Action_Cut_AirPipe;
entry.Priority = 4;
entry.custom.image.BackgroundColor = RGB(0, 153, 255);
entry.custom.text.Text = GetConnectedPipeMessage("$MsgCutAirPipe$", GetDrainPipe());
break;
}
}
}
// Add attach air pipe menu entry.
var air_pipe = FindAvailablePipe(clonk, Find_Func("IsAirPipe"));
if (!drain_pipe && air_pipe)
PushBack(menu_entries, GetTankMenuEntry(air_pipe, GetConnectedPipeMessage("$MsgConnectAirPipe$", air_pipe), 4, LIBRARY_TANK_Menu_Action_Add_AirPipe, RGB(0, 153, 255)));
return menu_entries;
}
public func OnPipeControlHover(symbol_or_object, string action, desc_menu_target, menu_id)
{
if (action == LIBRARY_TANK_Menu_Action_Cut_AirPipe)
{
GuiUpdateText(GetConnectedPipeDescription("$DescCutAirPipe$", GetDrainPipe()), menu_id, 1, desc_menu_target);
return;
}
if (action == LIBRARY_TANK_Menu_Action_Add_AirPipe)
{
GuiUpdateText(GetConnectedPipeDescription("$DescConnectAirPipe$", symbol_or_object), menu_id, 1, desc_menu_target);
return;
}
return inherited(symbol_or_object, action, desc_menu_target, menu_id, ...);
}
public func OnPipeControl(symbol_or_object, string action, bool alt)
{
if (action == LIBRARY_TANK_Menu_Action_Cut_AirPipe)
{
this->DoCutPipe(GetDrainPipe());
UpdateInteractionMenus(this.GetPipeControlMenuEntries);
return;
}
if (action == LIBRARY_TANK_Menu_Action_Add_AirPipe)
{
this->DoConnectPipe(symbol_or_object, PIPE_STATE_Air);
UpdateInteractionMenus(this.GetPipeControlMenuEntries);
return;
}
return inherited(symbol_or_object, action, alt, ...);
}
/*-- Pipe control --*/
public func QueryConnectPipe(object pipe, bool do_msg)
{
if (GetDrainPipe() && GetSourcePipe())
{
if (do_msg) pipe->Report("$MsgHasPipes$");
return true;
}
else if (pipe->IsSourcePipe() && GetSourcePipe())
{
if (do_msg) pipe->Report("$MsgSourcePipeProhibited$");
return true;
}
else if (pipe->IsDrainPipe() && GetDrainPipe())
{
if (do_msg) pipe->Report("$MsgDrainPipeProhibited$");
return true;
}
else if (pipe->IsAirPipe() && GetDrainPipe())
{
if (do_msg) pipe->Report("$MsgAirPipeProhibited$");
return true;
}
return false;
}
public func OnPipeConnect(object pipe, string specific_pipe_state)
{
if (PIPE_STATE_Source == specific_pipe_state)
{
SetSourcePipe(pipe);
pipe->SetSourcePipe();
pipe->Report("$MsgCreatedSource$");
}
else if (PIPE_STATE_Drain == specific_pipe_state)
{
SetDrainPipe(pipe);
pipe->SetDrainPipe();
pipe->Report("$MsgCreatedDrain$");
}
else if (PIPE_STATE_Air == specific_pipe_state)
{
// Air pipes take up the place of the drain
SetDrainPipe(pipe);
pipe->Report("$MsgCreatedAirDrain$");
}
else
{
// add a drain if we already connected a source pipe,
// or if the line is already connected to a container
var line = pipe->GetConnectedLine();
var pump_target = !line || line->GetConnectedObject(this);
if (pump_target) pump_target = pump_target->~IsLiquidContainer();
if (line->IsAirPipe())
{
OnPipeConnect(pipe, PIPE_STATE_Air);
}
else if (GetSourcePipe() || pump_target)
{
OnPipeConnect(pipe, PIPE_STATE_Drain);
}
// otherwise create a source first
else
{
OnPipeConnect(pipe, PIPE_STATE_Source);
}
}
}
public func OnPipeDisconnect(object pipe)
{
_inherited(pipe, ...);
// Stop pumping to prevent errors from Pumping() function.
if (pipe->IsAirPipe())
CheckState();
}
public func SetSourcePipe(object pipe)
{
_inherited(pipe, ...);
CheckState();
}
public func IsAirPipeConnected()
{
if (!GetDrainPipe())
return false;
return GetDrainPipe()->~IsAirPipe();
}
/*-- Power stuff --*/
public func GetConsumerPriority()
{
if (IsAirPipeConnected())
return 125;
return 25;
}
public func GetProducerPriority() { return 100; }
public func IsSteadyPowerProducer() { return true; }
public func OnNotEnoughPower()
{
powered = false;
CheckState();
return _inherited(...);
}
public func OnEnoughPower()
{
powered = true;
CheckState();
return _inherited(...);
}
// TODO: these functions may be useful in the liquid tank, maybe move it to that library
/** Returns object to which the liquid is pumped */
private func GetDrainObject()
{
var drain = GetDrainPipe();
if (drain && drain->GetConnectedLine())
return drain->GetConnectedLine()->GetConnectedObject(this) ?? this;
return this;
}
/** Returns object from which the liquid is pumped */
private func GetSourceObject()
{
var source = GetSourcePipe();
if (source && source->GetConnectedLine())
return source->GetConnectedLine()->GetConnectedObject(this) ?? this;
return this;
}
/** PhaseCall of Pump: Pump the liquid from the source to the drain pipe */
protected func Pumping()
{
// at this point we can assert that we have power
// something went wrong in the meantime?
// let the central function handle that on next check
if (!GetSourcePipe() && !IsAirPipeConnected())
return;
// Get the drain object.
var drain_obj = GetDrainObject();
// Don't do anything special if pumping air but inform the drain object.
if (IsAirPipeConnected())
{
if (!GetAirSourceOk() || !GetAirDrainOk())
return SetState("WaitForLiquid");
if (drain_obj)
drain_obj->~OnAirPumped(this);
return;
}
var pump_ok = true;
// is empty? -> try to get liquid
if (!stored_material_name)
{
// get new materials
var source_obj = GetSourceObject();
var mat = this->ExtractMaterialFromSource(source_obj, this.PumpSpeed / 10);
// no material to pump?
if (mat)
{
stored_material_name = mat[0];
stored_material_amount = mat[1];
}
else
{
source_obj->~CycleApertureOffset(this); // try different offsets, so we don't stop pumping just because 1px of earth was dropped on the source pipe
pump_ok = false;
}
}
if (pump_ok)
{
var i = stored_material_amount;
while (i > 0)
{
if (this->InsertMaterialAtDrain(drain_obj, stored_material_name, 1))
{
i--;
}
// Drain is stuck.
else
{
drain_obj->~CycleApertureOffset(this); // try different offsets, so we don't stop pumping just because 1px of earth was dropped on the drain pipe
pump_ok = false;
break;
}
}
stored_material_amount = i;
if (stored_material_amount <= 0)
stored_material_name = nil;
}
if (pump_ok)
{
clog_count = 0;
}
else
{
// Put into wait state if no liquid could be pumped for a while or if the drain has no aperture, i.e. is a liquid tank.
if (++clog_count >= max_clog_count || !drain_obj->~HasAperture())
{
SetState("WaitForLiquid");
}
}
return;
}
// interface for the extraction logic
func ExtractMaterialFromSource(object source_obj, int amount)
{
if (source_obj->~IsLiquidContainer())
{
return source_obj->RemoveLiquid(accepted_mat, amount, this);
}
else
{
var mat = source_obj->ExtractLiquidAmount(source_obj.ApertureOffsetX, source_obj.ApertureOffsetY, amount, true);
if (mat)
return [MaterialName(mat[0]), mat[1]];
}
return nil;
}
// interface for the insertion logic
public func InsertMaterialAtDrain(object drain_obj, string material_name, int amount)
{
// insert material into containers, if possible
if (drain_obj->~IsLiquidContainer())
{
amount -= drain_obj->PutLiquid(material_name, amount, this);
}
else
{
// convert to actual material, and insert remaining
var material_index = Material(material_name);
if (material_index == -1 && material_name != nil)
material_index = Material(GetDefinition(material_name)->GetLiquidMaterial());
if (material_index != -1)
{
while (amount > 0 && drain_obj->InsertMaterial(material_index, drain_obj.ApertureOffsetX, drain_obj.ApertureOffsetY))
amount--;
}
}
return amount <= 0;
}
/** Re check state and change the state if needed */
public func CheckState()
{
var is_fullcon = GetCon() >= 100;
// The pump can work without source if it needs to supply air.
var can_pump = (GetSourcePipe() || IsAirPipeConnected()) && is_fullcon && switched_on;
// Can't pump at all -> wait.
if (!can_pump)
{
if (!GetSourcePipe() && switched_on)
SetInfoMessage("$StateNoSource$");
SetState("Wait");
}
else if(IsAirPipeConnected())
{
if (!GetAirSourceOk())
{
SetInfoMessage("$StateNoAir$");
SetState("WaitForLiquid");
}
else if (!GetAirDrainOk())
{
SetInfoMessage("$StateNoAirNeed$");
SetState("WaitForLiquid");
}
else
{
// Can pump, has air but has no power -> wait for power.
if (!powered)
{
SetInfoMessage("$StateNoPower$");
SetState("WaitForPower");
}
else
{
SetInfoMessage();
clog_count = 0;
SetState("Pump");
}
UpdatePowerUsage();
}
}
else
{
// Can pump but has no liquid or can't dispense liquid -> wait.
var source_mat = GetLiquidSourceMaterial();
var source_ok = IsInMaterialSelection(source_mat);
var drain_ok = GetLiquidDrainOk(source_mat);
if (!source_ok || !drain_ok)
{
accepted_mat = nil;
if (!source_ok)
SetInfoMessage("$StateNoInput$");
else if (!drain_ok)
SetInfoMessage("$StateNoOutput$");
SetState("WaitForLiquid");
}
else
{
accepted_mat = source_mat;
// can pump, has liquid but has no power -> wait for power
if (!powered)
{
SetInfoMessage("$StateNoPower$");
SetState("WaitForPower");
}
// otherwise, pump! :-)
else
{
SetInfoMessage();
clog_count = 0;
SetState("Pump");
}
// regularly update the power usage while pumping or waiting for power
UpdatePowerUsage();
}
}
}
/** Get current height the pump has to push liquids upwards (input.y - output.y) */
private func GetPumpHeight()
{
// compare each the surfaces of the bodies of liquid pumped
// find Y position of surface of liquid that is pumped to target
var source_obj = GetSourceObject();
var source_x = source_obj.ApertureOffsetX;
var source_y = source_obj.ApertureOffsetY;
if (source_obj->GBackLiquid(source_x, source_y))
{
var src_mat = source_obj->GetMaterial(source_x, source_y);
while (src_mat == source_obj->GetMaterial(source_x, source_y - 1))
--source_y;
}
// same for target (use same function as if inserting)
var target_pos = {X = 0, Y = 0};
var drain_obj = GetDrainObject();
drain_obj->CanInsertMaterial(Material("Water"), drain_obj.ApertureOffsetX, drain_obj.ApertureOffsetY, target_pos);
return source_obj->GetY() + source_y - target_pos.Y;
}
/** Recheck power usage/production for current pump height
and make the pump a producer / consumer for the power system */
private func UpdatePowerUsage()
{
var new_power;
if (IsUsingPower())
new_power = PumpHeight2Power(GetPumpHeight());
else
new_power = 0;
// do nothing if not necessary
if (new_power == power_used)
{
// But still set powered to true if power_used was not positive.
if (power_used <= 0)
powered = true;
return;
}
// and update energy system
if (new_power > 0)
{
if (power_used < 0)
{
powered = false; // needed since the flag was set manually
UnregisterPowerProduction();
}
RegisterPowerRequest(new_power);
}
else if (new_power < 0)
{
if (power_used > 0)
UnregisterPowerRequest();
RegisterPowerProduction(-new_power);
powered = true; // when producing, we always have power
}
else // new_power == 0
{
if (power_used < 0)
UnregisterPowerProduction();
else if (power_used > 0)
UnregisterPowerRequest();
powered = true;
}
power_used = new_power;
return;
}
// Return whether the pump should be using power in the current state.
private func IsUsingPower()
{
return switched_on && (GetAction() == "Pump" || GetAction() == "WaitForPower");
}
// Transform pump height (input.y - output.y) into required power.
private func PumpHeight2Power(int pump_height)
{
// Pumping upwards will always cost the minimum energy.
// Pumping downwards will only produce energy after an offset.
var power_offset = 10;
// Max power consumed / produced.
var max_power = 60;
// Calculate the used power in steps of ten, every 60 pixels represents ten units.
var used_power = pump_height / 60 * 10;
// If the pump height is positive then add the minimum energy.
if (pump_height >= 0)
used_power = Min(used_power + 10, max_power);
// Pumping power downwards never costs energy, but only brings something if offset is overcome.
else
used_power = BoundBy(used_power + power_offset - 10, -max_power, 0);
// Pumped air always requires 20 power.
if (IsAirPipeConnected())
used_power = 20;
return used_power;
}
// Returns whether there is liquid at the source pipe to pump.
private func GetLiquidSourceMaterial()
{
// Get the source object and check whether there is liquid.
var source_obj = GetSourceObject();
if (!source_obj)
return;
// The source is a liquid container: check which material will be supplied.
if (source_obj->~IsLiquidContainer())
{
var liquid = source_obj->HasLiquid(pump_materials);
if (liquid)
return liquid->GetLiquidType();
return;
}
var is_liquid = source_obj->GBackLiquid(source_obj.ApertureOffsetX, source_obj.ApertureOffsetY);
var liquid = MaterialName(source_obj->GetMaterial(source_obj.ApertureOffsetX, source_obj.ApertureOffsetY));
if (!is_liquid)
{
// Try different offsets, so we can resume pumping after clog because 1px of earth was dropped on the source pipe.
source_obj->~CycleApertureOffset(this);
return;
}
return liquid;
}
// Returns whether the drain pipe is free or the liquid container accepts the given material.
private func GetLiquidDrainOk(string liquid)
{
if (!liquid)
return false;
var drain_obj = GetDrainObject();
if (drain_obj->~HasAperture())
{
var material_index = Material(liquid);
if (material_index == -1 && liquid != nil)
material_index = Material(GetDefinition(liquid)->GetLiquidMaterial());
if (!drain_obj->CanInsertMaterial(material_index, drain_obj.ApertureOffsetX, drain_obj.ApertureOffsetY))
{
drain_obj->~CycleApertureOffset(this); // try different offsets, so we can resume pumping after clog because 1px of earth was dropped on the source pipe
return false;
}
}
else if (drain_obj->~IsLiquidContainer())
{
if (!drain_obj->AcceptsLiquid(liquid, 1))
return false;
}
return true;
}
// Returns whether the source (or alternatively the pump itself) is in free air.
public func GetAirSourceOk()
{
var source_obj = GetSourceObject();
if (!source_obj)
return !GBackSemiSolid();
var is_air = !source_obj->GBackSemiSolid(source_obj.ApertureOffsetX, source_obj.ApertureOffsetY);
if (!is_air)
source_obj->~CycleApertureOffset(this);
return is_air;
}
// Returns whether the other side of air drain is in need of air.
public func GetAirDrainOk()
{
var drain_obj = GetDrainObject();
if (!drain_obj)
return false;
return drain_obj->~QueryAirNeed(this);
}
// Set the state of the pump, retaining the animation position and updating the power usage.
private func SetState(string act)
{
if (act == GetAction())
return;
// Set animation depending on the current action.
var start = 0;
var end = GetAnimationLength("pump");
var anim_pos = GetAnimationPosition(animation);
if (act == "Pump")
{
SetAnimationPosition(animation, Anim_Linear(anim_pos, start, end, 35, ANIM_Loop));
}
else if(act == "WaitForLiquid")
{
SetAnimationPosition(animation, Anim_Linear(anim_pos, start, end, 350, ANIM_Loop));
}
else
{
SetAnimationPosition(animation, Anim_Const(anim_pos));
}
// Deactivate power usage when not pumping.
if (powered && (act == "Wait" || act == "WaitForLiquid"))
{
if (power_used < 0)
UnregisterPowerProduction();
else if (power_used > 0)
UnregisterPowerRequest();
power_used = 0;
powered = false;
}
// Finally, set the action.
SetAction(act);
}
/* Deactivates a running pump or vice-versa. */
func ToggleOnOff(bool no_menu_refresh)
{
switched_on = !switched_on;
CheckState();
if (!switched_on)
SetInfoMessage("$StateTurnedOff$");
if (!no_menu_refresh)
UpdateInteractionMenus(this.GetPumpControlMenuEntries);
}
/*-- Material Selection --*/
private func InitMaterialSelection()
{
// Add all liquids to the list of ones allowed to pump.
pump_materials = [];
var index = 0, def;
while (def = GetDefinition(index++))
if (def->~IsLiquid() && def != Library_Liquid)
PushBack(pump_materials, def);
// Accepted mat defaults to nil.
accepted_mat = nil;
return;
}
public func SetMaterialSelection(array mats)
{
pump_materials = mats[:];
return;
}
private func RemoveFromMaterialSelection(id mat)
{
// Remove all child materials (DuroLava for lava) as well
var def, index;
while (def = GetDefinition(index++))
{
if (def->~GetParentLiquidType() == mat)
{
RemoveFromMaterialSelection(def);
}
}
return RemoveArrayValue(pump_materials, mat);
}
private func AddToMaterialSelection(id mat)
{
// Add all child materials (DuroLava for lava) as well
var def, index;
while (def = GetDefinition(index++))
{
if (def->~GetParentLiquidType() == mat)
{
AddToMaterialSelection(def);
}
}
if (IsValueInArray(pump_materials, mat))
return;
return PushBack(pump_materials, mat);
}
private func IsInMaterialSelection(/* any */ mat)
{
if (GetType(mat) == C4V_Def)
return IsValueInArray(pump_materials, mat);
for (var def in pump_materials)
if (def->GetLiquidType() == mat)
return true;
return false;
}
public func GetPumpMaterialsMenuEntries(object clonk)
{
var menu_entries = [];
// Add materials to the selection.
// Ignore those with parent materials, because they will be added/removed together with the parent
var index = 0, def;
while (def = GetDefinition(index++))
{
if (def->~IsLiquid() && def != Library_Liquid && !def->~GetParentLiquidType())
{
var act = PUMP_Menu_Action_Material_Disable;
var status = Icon_Ok;
var enabled = IsInMaterialSelection(def);
if (!enabled)
{
act = PUMP_Menu_Action_Material_Enable;
status = Icon_Cancel;
}
PushBack(menu_entries,
{symbol = def, extra_data = act,
custom =
{
Right = "2em", Bottom = "2em",
BackgroundColor = {Std = 0, OnHover = 0x50ff0000},
Priority = index,
status = {Right = "1em", Top = "1em", Symbol = status},
image = {Symbol = def}
}}
);
}
}
return menu_entries;
}
public func OnPumpMaterialsHover(id symbol, string action, desc_menu_target, menu_id)
{
var text = "";
if (action == PUMP_Menu_Action_Material_Enable) text = Format("$MsgEnableMaterial$", symbol->GetName());
else if (action == PUMP_Menu_Action_Material_Disable) text = Format("$MsgDisableMaterial$", symbol->GetName());
else if (action == PUMP_Menu_Action_Description) text = this.Description;
GuiUpdateText(text, menu_id, 1, desc_menu_target);
}
public func OnPumpMaterials(symbol_or_object, string action, bool alt)
{
if (action == PUMP_Menu_Action_Material_Enable)
AddToMaterialSelection(symbol_or_object);
else if (action == PUMP_Menu_Action_Material_Disable)
RemoveFromMaterialSelection(symbol_or_object);
UpdateInteractionMenus(this.GetPumpMaterialsMenuEntries);
}
/*-- Properties --*/
protected func Definition(def)
{
// for title image
SetProperty("PictureTransformation", Trans_Rotate(50, 0, 1, 0), def);
// for building preview
SetProperty("MeshTransformation", Trans_Rotate(50, 0, 1, 0), def);
return _inherited(def, ...);
}
/*
States
"Wait": turned off or source pipe not connected
"WaitForPower": turned on but no power (does consume power)
"WaitForLiquid": turned on but no liquid (does not consume power)
"Pump": currently working and consuming/producing power
*/
local ActMap = {
Pump = {
Prototype = Action,
Name = "Pump",
Length = 30,
Delay = 3,
Sound = "Structures::Pumpjack",
NextAction = "Pump",
StartCall = "CheckState",
PhaseCall = "Pumping"
},
Wait = {
Prototype = Action,
Name = "Wait",
Delay = 90,
NextAction = "Wait",
EndCall = "CheckState"
},
WaitForPower = {
Prototype = Action,
Name = "WaitForPower",
Delay = 30,
NextAction = "WaitForPower",
EndCall = "CheckState"
},
WaitForLiquid = {
Prototype = Action,
Name = "WaitForLiquid",
Delay = 30,
NextAction = "WaitForLiquid",
EndCall = "CheckState"
}
};
local Name = "$Name$";
local Description = "$Description$";
local BlastIncinerate = 70;
local NoBurnDecay = true;
local HitPoints = 70;
local FireproofContainer = true;
local Components = {Wood = 1, Metal = 3};
// Pump speed in amount of pixels to pump per 30 frames.
local PumpSpeed = 50;
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