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/**
Wooden Barrel
The barrel is used to transport liquids
@author: Ringwaul, ST-DDT
*/
#include Library_CarryHeavy
#include Library_LiquidContainer
#include Library_HasExtraSlot
#include Library_Flammable
/*-- Engine Callbacks --*/
func Initialize()
{
AddTimer("Check", 5);
UpdateLiquidContainer();
}
func RejectCollect(id def, object new_contents)
{
// The barrel can only contain liquids.
if (RejectStack(new_contents)) return true;
return _inherited(def, new_contents, ...);
}
func Hit()
{
this->PlayBarrelHitSound();
if (Contents())
{
if (GBackLiquid(0, this.BarrelIntakeY)
&& GetMaterial(0, this.BarrelIntakeY) != Contents()->GetLiquidType())
return;
EmptyBarrel(GetR());
Sound("Liquids::Splash1");
}
}
func PlayBarrelHitSound()
{
Sound("Hits::Materials::Wood::DullWoodHit?");
}
public func Collection2(object item)
{
UpdateLiquidContainer();
return _inherited(item, ...);
}
public func Ejection(object item)
{
UpdateLiquidContainer();
return _inherited(item, ...);
}
public func ContentsDestruction(object item)
{
ScheduleCall(this, "UpdateLiquidContainer", 1);
return _inherited(item, ...);
}
public func RemoveLiquid(liquid_name, int amount, object destination)
{
var res = _inherited(liquid_name, amount, destination, ...);
UpdateLiquidContainer();
return res;
}
public func PutLiquid(liquid_name, int amount, object source)
{
var res = _inherited(liquid_name, amount, source, ...);
UpdateLiquidContainer();
return res;
}
/*-- Callbacks --*/
public func CollectFromStack(object item)
{
// Callback from stackable object: Try grabbing partial objects from this stack, if the stack is too large
if (item->GetStackCount() > GetLiquidAmountRemaining() && !this->RejectStack(item))
{
// Get one sample object and try to insert it into the barrel
var candidate = item->TakeObject();
candidate->Enter(this);
// Put it back if it was not collected
if (candidate && !(candidate->Contained()))
{
item->TryAddToStack(candidate);
}
}
}
public func RejectStack(object item)
{
// Callback from stackable object: When should a stack entrance be rejected, if the object was not merged into the existing stacks?
if (Contents())
{
// The barrel can hold only one type of liquid
return true;
}
if (item->~IsLiquid() && this->~IsLiquidContainerForMaterial(item->~GetLiquidType()))
{
// The liquid is suitable, collect it!
return false;
}
else
{
// Reject anything else
return true;
}
}
public func GetLiquidContainerMaxFillLevel(liquid_name)
{
return 300;
}
public func IsBarrel()
{
return true;
}
public func IsLiquidContainerForMaterial(string liquid_name)
{
return !!WildcardMatch("Water", liquid_name) || !!WildcardMatch("Oil", liquid_name) || !!WildcardMatch("Concrete", liquid_name);
}
public func CanBeStackedWith(object other)
{
// Does not take into account the fill level for now.
var liquid = other->Contents();
var my_liquid = this->Contents();
var both_filled = (my_liquid != nil) && (liquid != nil);
var both_empty = !my_liquid && !liquid;
if (both_filled) both_filled = (liquid->~GetLiquidType() == Contents()->~GetLiquidType());
return _inherited(other, ...) && (both_empty || both_filled);
}
// Sells the contents only, leaving an empty barrel.
// Empty barrels can then be sold separately.
public func QueryOnSell(int for_player, object in_base)
{
if (Contents() && in_base)
{
// Sell contents first
for(var contents in FindObjects(Find_Container(this)))
{
in_base->~DoSell(contents, for_player);
}
return true;
}
return false;
}
/*-- Usage --*/
public func ControlUse(object clonk, int iX, int iY)
{
var AimAngle = Angle(0, 0, iX, iY);
if (Contents())
{
EmptyBarrel(AimAngle, 50, clonk);
if (iX > 1)
Contained()->SetDir(1);
if (iX < -1)
Contained()->SetDir(0);
}
return true;
}
func Check()
{
//Fills Barrel with specified liquid from if submerged
FillWithLiquid();
//Message("Volume:|%d|Liquid:|%s", iVolume, szLiquid);
}
func FillWithLiquid()
{
var intake = this.BarrelIntakeY;
if (!GBackLiquid(0, intake)) return;
if (GetLiquidAmount() >= GetLiquidContainerMaxFillLevel()) return;
var mat = GetMaterial(0, intake);
var mat_name = MaterialName(mat);
if (!IsLiquidContainerForMaterial(mat_name)) return;
var remaining_volume = GetLiquidContainerMaxFillLevel() - GetLiquidAmount();
var extracted = 0;
while (extracted < remaining_volume && GetMaterial(0, intake) == mat)
{
extracted += 1;
ExtractLiquid(0, intake);
}
var inserted = 0;
if (extracted > 0) inserted = PutLiquid(mat_name, extracted);
if (inserted < extracted)
{
CastPXS(mat_name, extracted - inserted, 1, 0, intake);
}
}
func EmptyBarrel(int angle, int strength, object clonk)
{
if (Contents())
{
var material = Contents()->~GetLiquidType();
var volume = Contents()->~GetLiquidAmount();
Contents()->~Disperse(angle, strength);
var spray = {};
spray.Liquid = material;
spray.Volume = volume;
spray.Strength = strength;
spray.Angle = angle;
spray.Clonk = clonk;
AddEffect("ExtinguishingSpray", clonk, 100, 1, this, nil, spray);
UpdateLiquidContainer();
}
}
func UpdateLiquidContainer()
{
if (Contents())
{
var color;
var material = Material(Contents()->GetLiquidType());
if (material >= 0)
{
var tex = GetMaterialVal("TextureOverlay", "Material", material);
color = GetAverageTextureColor(tex);
}
else
{
color = RGB(0, 0, 0);
}
SetColor(color);
}
else
{
SetColor(RGB(0, 0, 0));
}
this.Name = GetNameForBarrel();
return;
}
func FxExtinguishingSprayStart(object target, proplist effect, int temp, proplist spray)
{
if (temp)
return FX_OK;
// Only for extinguishing materials.
if (!GetMaterialVal("Extinguisher", "Material", Material(spray.Liquid)))
return FX_Start_Deny;
// If used by an object also extinguish that.
if (spray.Clonk)
spray.Clonk->Extinguish(Min(100, spray.Volume/3));
// Store spray parameters.
effect.Volume = spray.Volume;
effect.Strength = spray.Strength;
effect.Angle = spray.Angle;
return FX_OK;
}
func FxExtinguishingSprayTimer(object target, proplist effect, int time)
{
// Move three lines from the barrel outwards along the defined angle.
// And extinguish all objects on these lines.
if (time > 20)
return FX_Execute_Kill;
var d = effect.Strength * time / 25;
for (var dev = -10; dev <= 10; dev+= 10)
{
var x = Sin(effect.Angle + dev, d);
var y = -Cos(effect.Angle + dev, d);
if (PathFree(GetX(), GetY(), GetX() + x, GetY() + y))
for (var obj in FindObjects(Find_AtPoint(x, y), Find_OCF(OCF_OnFire)))
obj->Extinguish(Max(0, effect.Volume/3 - 2 * d));
}
return FX_OK;
}
/*-- Production --*/
public func IsToolProduct() { return true; }
/*-- Display --*/
public func GetCarryTransform(clonk)
{
if(GetCarrySpecial(clonk))
return Trans_Translate(1000, 6500, 0);
return Trans_Translate(1500, 0, -1500);
}
public func GetCarryPhase()
{
return 900;
}
public func Definition(proplist def)
{
SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(0, 1000, 0), Trans_Rotate(-40, 1, 0, 0), Trans_Rotate(20, 0, 0, 1)), def);
}
/*-- Properties --*/
func GetNameForBarrel()
{
if (Contents())
{
var name = Format("%s $NameWith$ %s", this.Prototype.Name, Contents().Prototype.Name);
return name;
}
else
{
return this.Prototype.Name;
}
}
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local ContactIncinerate = 2;
local BarrelIntakeY = 3;
local Components = {Wood = 2, Metal = 1};
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