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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);
}
}