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/*-- Shipyard --*/
#include Library_Structure
#include Library_Ownable
#include Library_Producer
#include Library_LampPost
local animWork;
local meshAttach;
public func LampPosition(id def) { return [GetCalcDir()*-6,30]; }
public func Initialize()
{
animWork = PlayAnimation("Work", 1, Anim_Const(0));
// 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 Construction(object creator)
{
SetAction("Wait");
return _inherited(creator, ...);
}
public func IsHammerBuildable() { return true; }
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->~IsShipyardProduct();
}
private func ProductionTime(id product) { return _inherited(product, ...) ?? 400; }
public func PowerNeed() { return 80; }
private func FxIntWorkAnimTimer(object target, proplist effect, int timer)
{
if(effect.paused == true) return 1;
// Message("Working...");
var tickAmount = 50;
var animSpot = GetAnimationPosition(animWork);
//-50 is to dodge around an engine crash. If it reaches (near) the end of the
//animation, it dies for some reason. :(
var animLength = GetAnimationLength("Work") - 50;
//loop anim
if(animSpot + tickAmount > animLength){
SetAnimationPosition(animWork, Anim_Const(animSpot + tickAmount - animLength));
}
//otherwise, advance animation
else SetAnimationPosition(animWork, Anim_Const(animSpot + tickAmount));
}
local workEffect;
public func OnProductionStart(id product)
{
workEffect = AddEffect("IntWorkAnim", this, 1,1,this);
return _inherited(product, ...);
}
public func OnProductionHold(id product)
{
workEffect.paused = true;
return _inherited(product, ...);
}
public func OnProductionContinued(id product)
{
workEffect.paused = false;
return _inherited(product, ...);
}
public func OnProductionFinish(id product)
{
RemoveEffect(nil, this, workEffect);
return _inherited(product, ...);
}
public func Definition(def)
{
def.MeshTransformation = Trans_Mul(Trans_Scale(800), Trans_Translate(2000, 0, 0), Trans_Rotate(8, 0, 1, 0));
def.PictureTransformation = Trans_Mul(Trans_Translate(0, -25000, 50000), Trans_Scale(600));
return _inherited(def, ...);
}
local ActMap = {
Wait = {
Prototype = Action,
Name = "Wait",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 0,
FacetBase=1,
NextAction = "Wait",
},
};
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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