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/*-- Armory --*/
#include Library_Structure
#include Library_Ownable
#include Library_Producer
#include Library_LampPost
local hold_production;
public func LampPosition(id def) { return [GetCalcDir()*28,4]; }
func Construction(object creator)
{
SetAction("Default");
this.MeshTransformation = Trans_Rotate(RandomX(0, 20), 0, 1, 0);
return _inherited(creator, ...);
}
public func IsHammerBuildable() { return true; }
/*-- Production --*/
public func IsProduct(id product_id)
{
return product_id->~IsArmoryProduct();
}
private func ProductionTime(id product) { return _inherited(product, ...) ?? 100; }
public func PowerNeed() { return 60; }
public func OnProductionStart(id product)
{
AddEffect("Working", this, 100, 1, this);
hold_production = false;
}
public func OnProductionHold(id product)
{
hold_production = true;
}
public func OnProductionContinued(id product)
{
hold_production = false;
}
public func OnProductionFinish(id product)
{
RemoveEffect("Working", this);
}
protected func FxWorkingTimer()
{
if(!hold_production)
Smoking();
}
private func Smoking()
{
var x = 8;
var y = -17;
if (!Random(2))
Smoke(x,y + 4,20);
if(!Random(2))
CreateParticle("Fire", PV_Random(x-1, x+1), PV_Random(y-2, y+2), 0, PV_Random(-1, 0), PV_Random(18, 36), Particles_Fire(), 2);
}
func Definition(proplist def)
{
def.PictureTransformation = Trans_Mul(Trans_Translate(7000, 0, 30000), Trans_Rotate(-10, 1, 0, 0), Trans_Rotate(25, 0, 1, 0));
return _inherited(def, ...);
}
local ActMap = {
Default = {
Prototype = Action,
Name = "Default",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 0,
FacetBase=1,
NextAction = "Default",
},
};
local Name = "$Name$";
local Description ="$Description$";
local ContainBlast = true;
local BlastIncinerate = 100;
local FireproofContainer = true;
local HitPoints = 70;
local Components = {Wood = 3, Metal = 2, Loam = 2};
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