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class ConstructionPart
{
string m_Name; //localized text name that is displayed ingame
int m_Id; //a number used for synchronization and persistence purposes, must be unique and withing sync limit (total number of bits in all sync/persistence variables)
string m_PartName; //config class name
string m_MainPartName; //main (parent) config class name
bool m_IsBuilt; //defines part build state
bool m_IsBase; //defines if this part is the foundation of the whole construction
bool m_IsGate; //defines part gate state
ref array<string> m_RequiredParts; //list of parts required by this part
void ConstructionPart( string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array<string> required_parts )
{
m_Name = name;
m_PartName = part_name;
m_MainPartName = main_part_name;
m_Id = id;
m_IsBuilt = is_built;
m_IsBase = is_base;
m_IsGate = is_gate;
m_RequiredParts = required_parts;
}
string GetName()
{
string ret = Widget.TranslateString(m_Name);
return ret;
}
string GetPartName()
{
return m_PartName;
}
string GetMainPartName()
{
return m_MainPartName;
}
int GetId()
{
return m_Id;
}
bool IsBuilt()
{
return m_IsBuilt;
}
void SetBuiltState( bool is_built )
{
if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] SetBuildState=" + is_built + " part=" + m_PartName);
m_IsBuilt = is_built;
}
void SetRequestBuiltState( bool req_built )
{
if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] SetRequestBuiltState=" + req_built + " part=" + m_PartName);
if (GetGame().IsMultiplayer())
SetBuiltState(req_built);
else
; // skip set to true in single player - will be synced later
}
bool IsBase()
{
return m_IsBase;
}
bool IsGate()
{
return m_IsGate;
}
array<string> GetRequiredParts()
{
return m_RequiredParts;
}
}
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