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/*-- Inventor's Lab --*/
#include Library_Structure
#include Library_Ownable
#include Library_Producer
#include Library_LampPost
local hold_production;
public func LampPosition(id def) { return [GetCalcDir()*24,20]; }
public func Construction(object creator)
{
SetAction("Default");
return _inherited(creator, ...);
}
public func IsHammerBuildable() { return true; }
public func Initialize()
{
// Update vertices to fit shape of flipped building after construction is finished.
// Vertices are being reset when the construction is finished (i.e. on shape updates).
if (GetDir() == DIR_Right)
FlipVertices();
return _inherited(...);
}
public func SetDir(int dir)
{
// Update vertices to fit shape of flipped building when dir is changed.
if (GetDir() != dir)
FlipVertices();
return _inherited(dir, ...);
}
/*-- Production --*/
public func IsProduct(id product_id)
{
return product_id->~IsInventorProduct();
}
private func ProductionTime(id product) { return _inherited(product, ...) ?? 100; }
public func PowerNeed() { return 80; }
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()
{
if (!Random(4)) Smoke(16 * GetCalcDir(),-14,16);
if (!Random(6)) Smoke(10 * GetCalcDir(),-14,15+Random(3));
}
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 = 4, Metal = 3};
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