File size: 21,368 Bytes
24b81cb |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 |
class GardenBase extends ItemBase //BuildingSuper
{
// Paths to slot textures. Slots can have multiple states, so multiple textures must be generated
static const string SLOT_TEXTURE_DIGGED_WET_LIME = "dz\\gear\\cultivation\\data\\soil_digged_wet_lime_CO.paa";
static const string SLOT_TEXTURE_DIGGED_WET_PLANT = "dz\\gear\\cultivation\\data\\soil_digged_wet_plant_CO.paa";
// Wet/dry material
static const string SLOT_MATERIAL_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_wet.rvmat";
static const string SLOT_MATERIAL_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated.rvmat";
static const string SLOT_MATERIAL_LIMED_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_limed_wet.rvmat";
static const string SLOT_MATERIAL_LIMED_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated_limed.rvmat";
static const string SLOT_MATERIAL_COMPOST_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_compost_wet.rvmat";
static const string SLOT_MATERIAL_COMPOST_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated_compost.rvmat";
// slot names -> MUST BE LOWERCASE
private static const string SLOT_SELECTION_DIGGED_PREFIX = "seedbase_";
private static const string SLOT_SELECTION_COVERED_PREFIX = "slotCovered_";
private static const string SLOT_MEMORY_POINT_PREFIX = "slot_";
private static const string SLOT_SEEDBASE_PREFIX = "seedbase_";
private static const int CHECK_RAIN_INTERVAL = 15;
protected ref array<ref Slot> m_Slots;
protected int m_SlotFertilityState = 0; //Used to store fertility state of all slots
protected int m_SlotWateredState = 0; //Used to store fertility state of all slots
protected int m_MaxWateredStateVal = 0; //Used to store fertility state of all slots
protected float m_DefaultFertility = 1;
ref Timer m_CheckRainTimer;
private static ref map<string,string> m_map_slots; // For the 'attachment slot -> plant slot' conversion. It is possible that this will be removed later.
void GardenBase()
{
RegisterNetSyncVariableInt("m_SlotFertilityState");
RegisterNetSyncVariableInt("m_SlotWateredState");
m_map_slots = new map<string,string>;
SetEventMask(EntityEvent.INIT); // Enable EOnInit event
// Prepare m_map_slots
for (int i = 1; i <= GetGardenSlotsCount() ; ++i)
{
// m_map_slots is supposed to be: <input, output>
string input = SLOT_SEEDBASE_PREFIX + i.ToString();
string output = SLOT_MEMORY_POINT_PREFIX;
if (i < 10)
output = output + "0"; // Example: '1' changes to '01'
output = output + i.ToString();
m_map_slots.Set(input, output);
}
if ( GetGame().IsServer() )
{
CheckRainStart();
}
InitializeSlots();
SetMaxWaterStateVal();
}
override void OnVariablesSynchronized()
{
super.OnVariablesSynchronized();
SyncSlots();
}
override bool HasProxyParts()
{
return true;
}
override int GetHideIconMask()
{
return EInventoryIconVisibility.HIDE_VICINITY;
}
void SetBaseFertility(float value)
{
m_DefaultFertility = value;
}
float GetBaseFertility()
{
return m_DefaultFertility;
}
override void EOnInit(IEntity other, int extra)
{
CheckRainTick();
UpdateTexturesOnAllSlots();
}
void InitializeSlots()
{
m_Slots = new array<ref Slot>;
int slots_count = GetGardenSlotsCount();
for ( int i = 0; i < slots_count; i++ )
{
Slot slot = new Slot(GetBaseFertility());
slot.SetSlotIndex(i);
int i1 = i + 1;
string name = "SeedBase_" + i1;
int slot_id = InventorySlots.GetSlotIdFromString(name);
slot.SetSlotId(slot_id);
slot.SetGarden(this);
slot.m_State = Slot.STATE_DIGGED;
m_Slots.Insert( slot );
}
}
void SetMaxWaterStateVal()
{
int state = 0;
for ( int i = 0; i < m_Slots.Count(); i++ )
{
state += 1 * Math.Pow( 2, i );
}
m_MaxWateredStateVal = state;
}
int GetMaxWaterStateVal()
{
return m_MaxWateredStateVal;
}
void UpdateTexturesOnAllSlots()
{
int slots_count = GetGardenSlotsCount();
for ( int i = 0; i < slots_count; i++ )
{
UpdateSlotTexture(i);
}
}
override bool OnStoreLoad( ParamsReadContext ctx, int version )
{
if ( version <= 118 )
return true;
if ( !super.OnStoreLoad( ctx, version ) )
return false;
if ( version < 102 )
{
float some_value;
ctx.Read( some_value ); // compatibility check
}
int slots_count = GetGardenSlotsCount();
for ( int i = 0; i < slots_count; i++ )
{
Slot slot = m_Slots.Get( i );
if ( !slot.OnStoreLoadCustom( ctx, version ) )
return false;
//Slot textures will be updated after store load
//UpdateSlotTexture( i );
}
if ( version >= 119 )
ctx.Read( m_SlotFertilityState );
if ( version >= 120 )
ctx.Read( m_SlotWateredState );
return true;
}
override void AfterStoreLoad()
{
super.AfterStoreLoad();
}
override void EEOnAfterLoad()
{
GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SyncSlots, 500, false, this );
super.EEOnAfterLoad();
}
void SyncSlots()
{
for ( int i = 0; i < GetGardenSlotsCount(); i++ )
{
// Read relevant bit
int fertilityState = (m_SlotFertilityState >> i) & 1;
m_Slots[i].SetFertilityState(fertilityState);
int wateredState = (m_SlotWateredState >> i) & 1;
m_Slots[i].SetWateredState( wateredState );
if ( fertilityState == eFertlityState.NONE )
{
m_Slots[i].SetFertilityType( "" );
m_Slots[i].SetFertilizerQuantity( 0 );
}
if ( wateredState == eWateredState.DRY )
{
m_Slots[i].SetWater( 0 );
}
UpdateSlotTexture( i );
}
if ( GetGame().IsServer() )
{
SetSynchDirty();
}
}
override void OnStoreSave( ParamsWriteContext ctx )
{
super.OnStoreSave( ctx );
int slots_count = GetGardenSlotsCount();
for ( int i = 0; i < slots_count; i++ )
{
Slot slot = m_Slots.Get( i );
slot.OnStoreSaveCustom( ctx );
}
ctx.Write(m_SlotFertilityState);
ctx.Write( m_SlotWateredState );
}
void PrintSlots()
{
Debug.Log("PRINT ALL SLOTS FROM...");
Debug.Log("" + this);
int slots = GetInventory().GetAttachmentSlotsCount();
Debug.Log("Nb Slots : " + slots);
for ( int i = 0; i < slots ; i++ )
{
Slot slot = m_Slots.Get(i);
Debug.Log("i : " + i);
Debug.Log("Slot : " + slot);
float slot_fertility = slot.GetFertility();
float slot_fertility_usage = slot.GetFertilityMax();
string slot_fertility_type = slot.GetFertilityType();
float slot_water = slot.GetWater();
float slot_water_usage = slot.GetWaterUsage();
ItemBase slot_seed = slot.GetSeed();
ItemBase slot_plant = slot.GetPlant();
float slot_state= slot.GetState();
float slot_slot_Index = slot.GetSlotIndex();
float slot_slot_ID = slot.GetSlotId();
int slot_wateredState = slot.GetWateredState();
int slot_FertilityState = slot.GetFertilityState();
Debug.Log("Fertility : " + slot_fertility);
Debug.Log("Fertility Usage : " + slot_fertility_usage);
Debug.Log("Fertility Type : " + slot_fertility_type);
Debug.Log("Fertility State : " + slot_FertilityState);
Debug.Log("Water : " + slot_water);
Debug.Log("Water Usage : " + slot_water_usage);
Debug.Log("Watered State : " + slot_wateredState);
Debug.Log("Seed : " + slot_seed);
Debug.Log("Plant : " + slot_plant);
Debug.Log("State : " + slot_state);
Debug.Log("Slot Index : " + slot_slot_Index);
Debug.Log("Slot ID : " + slot_slot_ID);
Debug.Log("///////////////////////////");
}
Debug.Log("END OF ALL SLOTS FOR...");
Debug.Log("" + this);
}
override bool CanPutInCargo( EntityAI parent )
{
if ( !super.CanPutInCargo(parent) ) {return false;}
return false;
}
override bool CanPutIntoHands( EntityAI player )
{
if ( !super.CanPutIntoHands( parent ) )
{
return false;
}
return false;
}
override bool CanRemoveFromHands( EntityAI player )
{
return false;
}
int GetGardenSlotsCount()
{
return 0;
}
bool CanPlantSeed( string selection_component )
{
Slot slot = GetSlotBySelection( selection_component );
if ( slot != NULL && slot.m_State == Slot.STATE_DIGGED )
{
return true;
}
else
{
return false;
}
}
// Converts attachment slot name into plant slot name. Example: 'seedbase_1' -> 'component02'
string ConvertAttSlotToPlantSlot(string attach_slot)
{
// Give result
if ( m_map_slots.Contains(attach_slot) )
{
string return_value = m_map_slots.Get(attach_slot);
return return_value;
}
return "";
}
override void EEItemAttached(EntityAI item, string slot_name)
{
super.EEItemAttached(item, slot_name);
string path = string.Format("CfgVehicles %1 Horticulture PlantType", item.GetType());
bool IsItemSeed = GetGame().ConfigIsExisting(path); // Is this item a seed?
int slot_id = InventorySlots.GetSlotIdFromString(slot_name);
if ( IsItemSeed )
{
string converted_slot_name;
vector pos = GetPosition();
int index = GetSlotIndexByAttachmentSlot( slot_name );
if (index < 10)
{
converted_slot_name = SLOT_MEMORY_POINT_PREFIX + "0" + index.ToString();
}
else
{
converted_slot_name = SLOT_MEMORY_POINT_PREFIX + index.ToString();
}
PlantSeed( ItemBase.Cast( item ), converted_slot_name);
}
else if (g_Game.IsClient())
{
Slot slot = GetSlotByIndex(GetSlotIndexByAttachmentSlot( slot_name) - 1);
if (slot)
{
slot.SetPlant(PlantBase.Cast( item ));
slot.m_State = Slot.STATE_PLANTED;
}
}
}
override void EEItemDetached(EntityAI item, string slot_name)
{
super.EEItemDetached(item, slot_name);
slot_name.ToLower();
string path = string.Format("CfgVehicles %1 Horticulture PlantType", item.GetType());
bool IsItemSeed = GetGame().ConfigIsExisting(path); // Is this item a seed?
string converted_slot_name = ConvertAttSlotToPlantSlot(slot_name);
Slot slot = GetSlotBySelection(converted_slot_name);
if (slot)
{
if (IsItemSeed)
{
slot.SetSeed(NULL);
}
slot.SetState(Slot.STATE_DIGGED);
}
}
// Plants the seed into slot (selection_component)
void PlantSeed( ItemBase seed, string selection_component )
{
int slot_index = GetSlotIndexBySelection( selection_component );
if ( slot_index != -1 )
{
PluginHorticulture module_horticulture = PluginHorticulture.Cast( GetPlugin( PluginHorticulture ) );
string plant_type = module_horticulture.GetPlantType( seed );
Slot slot = m_Slots.Get( slot_index );
slot.SetState(Slot.STATE_PLANTED);
slot.m_PlantType = plant_type;
slot.SetSeed(seed);
if ( !slot.NeedsWater() )
{
seed.LockToParent();
//Take some small amount of time before making a plant out of seeds
Timer growthTimer = NULL;
growthTimer = new Timer( CALL_CATEGORY_SYSTEM );
Param createPlantParam = new Param1<Slot>(slot);
growthTimer.Run( 0.1, this, "CreatePlant", createPlantParam, false ); //Use a const for timer delay
}
}
}
// Creates a plant
void CreatePlant(Slot slot )
{
if (g_Game.IsServer())
{
ItemBase seed = slot.GetSeed();
seed.UnlockFromParent();
GetGame().ObjectDelete(seed);
PlantBase plant = PlantBase.Cast( GetInventory().CreateAttachmentEx( slot.m_PlantType, slot.GetSlotId()) );
int slot_index = slot.GetSlotIndex();
slot.SetPlant(plant);
plant.Init( this, slot.GetFertility(), slot.m_HarvestingEfficiency, slot.GetWater() );
//ShowSelection(SLOT_SELECTION_COVERED_PREFIX + (slot_index + 1).ToStringLen(2));
plant.LockToParent();
}
}
void Fertilize( PlayerBase player, ItemBase item, float consumed_quantity, string selection_component )
{
Slot slot = GetSlotBySelection( selection_component );
if ( slot != NULL )
{
string item_type = item.GetType();
if ( slot.GetFertilityType() == "" || slot.GetFertilityType() == item_type )
{
slot.SetFertilityType(item_type);
float add_energy_to_slot = GetGame().ConfigGetFloat( string.Format("cfgVehicles %1 Horticulture AddEnergyToSlot", item_type) );
slot.m_FertilizerUsage = GetGame().ConfigGetFloat( string.Format("cfgVehicles %1 Horticulture ConsumedQuantity", item_type) );
float coef = Math.Clamp( consumed_quantity / slot.m_FertilizerUsage, 0.0, 1.0 );
add_energy_to_slot = coef * add_energy_to_slot;
slot.m_FertilizerQuantity += consumed_quantity;
slot.m_Fertility += add_energy_to_slot;
if ( slot.GetFertilizerQuantity() >= slot.GetFertilizerQuantityMax() )
{
int slot_index = slot.GetSlotIndex();
if (slot_index > -1)
{
UpdateSlotTexture( slot_index );
slot.SetFertilityState(eFertlityState.FERTILIZED);
// Set relevant bit
m_SlotFertilityState |= slot.GetFertilityState() << slot.GetSlotIndex();
//TODO Boris: Add soft skill 2.0
//PluginExperience module_exp = GetPlugin(PluginExperience);
//slot.m_HarvestingEfficiency = module_exp.GetExpParamNumber(player, PluginExperience.EXP_FARMER_FERTILIZATION, "efficiency");
}
}
}
else
{
slot.SetFertilizerQuantity(0);
slot.SetFertilityType("");
slot.SetFertilityState(eFertlityState.NONE);
}
SetSynchDirty();
}
}
bool IsCorrectFertilizer( ItemBase item, string selection_component )
{
Slot slot = GetSlotBySelection( selection_component );
if ( slot != NULL )
{
string item_type = item.GetType();
if ( slot.GetFertilityType() == "" || slot.GetFertilityType() == item_type )
{
return true;
}
}
return false;
}
bool NeedsFertilization( string selection_component )
{
Slot slot = GetSlotBySelection( selection_component );
if ( slot )
{
if ( slot.GetFertilityState() == eFertlityState.NONE )
{
return true;
}
}
return false;
}
void SlotWaterStateUpdate( Slot slot )
{
// Set relevant bit
m_SlotWateredState |= slot.GetWateredState() << slot.GetSlotIndex();
SetSynchDirty();
}
void UpdateSlotTexture( int slot_index )
{
// TO DO: Fix DAYZ-30633 here!
Slot slot = m_Slots.Get( slot_index );
// Show / Hide selections according to DIGGED or COVERED states.
if ( slot.IsDigged() || slot.IsPlanted() )
{
string str_hide = SLOT_SELECTION_COVERED_PREFIX + (slot_index + 1).ToStringLen(2);
string str_show = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(1);
HideSelection( str_hide );
ShowSelection( str_show );
}
if ( slot.GetFertilityType() != "" )
{
SetSlotTextureFertilized( slot_index, slot.GetFertilityType() );
}
else
{
SetSlotTextureDigged( slot_index );
}
}
void SetSlotTextureDigged( int slot_index )
{
TStringArray textures = GetHiddenSelectionsTextures();
string str_digged = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(1);
ShowSelection( str_digged );
string texture = textures.Get(0);
SetObjectTexture( slot_index, texture );
Slot slot = m_Slots.Get( slot_index );
if ( slot.GetWateredState() == 0 )
{
// Set dry material
SetObjectMaterial( slot_index, SLOT_MATERIAL_DRY );
}
else
{
// Set wet material
SetObjectMaterial( slot_index, SLOT_MATERIAL_WET );
}
}
void SetSlotTextureFertilized( int slot_index, string item_type )
{
TStringArray textures = GetHiddenSelectionsTextures();
int tex_id = GetGame().ConfigGetInt( string.Format("cfgVehicles %1 Horticulture TexId", item_type) );
string str_show = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(2);
ShowSelection( str_show );
SetObjectTexture( slot_index, textures.Get(tex_id) );
Slot slot = m_Slots.Get( slot_index );
int slot_index_offset = 0;
// Set material according to dry / wet states
if ( slot.GetWateredState() == 0 )
{
// Set dry material for garden lime
if ( slot.GetFertilityType() == "GardenLime" )
{
SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_LIMED_DRY );
}
else if ( slot.GetFertilityType() == "PlantMaterial" )
{
SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_COMPOST_DRY );
}
}
else
{
// Set dry material for compost
if ( slot.GetFertilityType() == "GardenLime" )
{
SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_LIMED_WET );
}
else if ( slot.GetFertilityType() == "PlantMaterial" )
{
SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_COMPOST_WET );
}
}
}
void RemoveSlot( int index )
{
if ( m_Slots != NULL )
{
Slot slot = m_Slots.Get( index );
PlantBase plant = slot.GetPlant();
if ( plant )
{
plant.UnlockFromParent();
plant.m_MarkForDeletion = true;
GetGame().ObjectDelete( plant );
}
slot.Init( GetBaseFertility() );
// Clear relevant bit
slot.SetFertilityState(eFertlityState.NONE);
m_SlotFertilityState &= ~(1 << slot.GetSlotIndex());
slot.SetWateredState( eWateredState.DRY );
m_SlotWateredState &= ~(1 << slot.GetSlotIndex());
SetSynchDirty();
HideSelection( SLOT_SELECTION_COVERED_PREFIX + (index + 1).ToStringLen(2) );
UpdateSlotTexture( index );
}
}
void RemoveSlotPlant( Object plant )
{
int index = GetSlotIndexByPlant( plant );
if ( index >= 0 )
{
RemoveSlot( index );
}
}
Slot GetSlotBySelection( string selection_component )
{
int slot_index = GetSlotIndexBySelection( selection_component );
if ( slot_index > -1 )
{
return m_Slots.Get( slot_index );
}
else
{
return NULL;
}
}
// Returns slot array index by selection, starting from 0 as the first one.
int GetSlotIndexBySelection( string selection_component )
{
int slot_index = -1;
if ( m_Slots != NULL )
{
string selection_component_lower = selection_component;
selection_component_lower.ToLower();
int start = selection_component_lower.IndexOf( SLOT_MEMORY_POINT_PREFIX );
if ( start > -1 )
{
start += SLOT_MEMORY_POINT_PREFIX.Length();
int end = start + 2;
int length = selection_component.Length();
if ( length >= end )
{
int length_add = length - end; // Hack-fix for inconsistent component names in p3d
int length_from_end = 2 + length_add;
string num_str = selection_component.Substring( start, length_from_end );
slot_index = num_str.ToInt();
slot_index = slot_index - 1;
}
}
}
return slot_index;
}
int GetSlotIndexByAttachmentSlot( string att_slot )
{
int slot_index = -1;
int start = "SeedBase_".Length();
int end = att_slot.Length();//start + 2;
int len = end - start;
string num_str = att_slot.Substring( start, len );
slot_index = num_str.ToInt();
return slot_index;
}
int GetSlotIndexByPlant( Object plant )
{
if ( m_Slots != NULL )
{
for ( int i = 0; i < m_Slots.Count(); i++ )
{
PlantBase found_plant = m_Slots.Get(i).GetPlant();
if ( found_plant == plant )
{
return i;
}
}
}
return -1;
}
int GetNearestSlotIDByState( vector position, int slot_state)
{
float nearest_distance = 1000.0;
int nearest_slot_index = -1;
int slots_count = GetGardenSlotsCount();
for ( int i = 0; i < slots_count; i++ )
{
Slot slot = m_Slots.Get(i); // Move this line by a scope higher in this function after debugging
vector slot_pos = GetSlotPosition( i );
float current_distance = vector.Distance( position, slot_pos );
if ( current_distance < nearest_distance )
{
if ( slot != NULL && slot.m_State == slot_state )
{
nearest_distance = current_distance;
nearest_slot_index = i;
}
}
}
return nearest_slot_index;
}
vector GetSlotPosition( int index )
{
string memory_point = SLOT_MEMORY_POINT_PREFIX + (index + 1).ToStringLen(2);
vector pos = this.GetSelectionPositionMS( memory_point );
return this.ModelToWorld( pos );
}
void CheckRainStart()
{
if ( !m_CheckRainTimer )
m_CheckRainTimer = new Timer( CALL_CATEGORY_SYSTEM );
m_CheckRainTimer.Run( CHECK_RAIN_INTERVAL, this, "CheckRainTick", NULL, true );
}
void CheckRainTick()
{
float rain_intensity = GetGame().GetWeather().GetRain().GetActual();
float wetness = rain_intensity * 20 * CHECK_RAIN_INTERVAL;
if (rain_intensity > 1 || rain_intensity < 0)
wetness = 0; // hackfix for weird values returned by weather system
if (wetness == 0)
wetness = -0.1 * CHECK_RAIN_INTERVAL;
int slots_count = GetGardenSlotsCount();
if ( rain_intensity > 0 )
{
WaterAllSlots();
SetSynchDirty();
}
for ( int i = 0; i < slots_count; i++ )
{
if ( m_Slots )
{
Slot slot = m_Slots.Get( i );
if ( slot )
{
slot.GiveWater( wetness * Math.RandomFloat01() );
}
}
}
}
//Used to update
void WaterAllSlots()
{
int state = 0;
for ( int i = 0; i < m_Slots.Count(); i++ )
{
state += 1 * Math.Pow( 2, i );
}
SetSlotWateredState( state );
}
array<ref Slot> GetSlots()
{
return m_Slots;
}
Slot GetSlotByIndex( int index )
{
return m_Slots.Get(index);
}
int GetSlotWateredState()
{
return m_SlotWateredState;
}
void SetSlotWateredState( int newState )
{
m_SlotWateredState = newState;
}
override void SetActions()
{
AddAction(ActionHarvestCrops);
AddAction(ActionRemovePlant);
AddAction(ActionRemoveSeed);
}
} |