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class GardenBase extends ItemBase //BuildingSuper |
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{ |
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static const string SLOT_TEXTURE_DIGGED_WET_LIME = "dz\\gear\\cultivation\\data\\soil_digged_wet_lime_CO.paa"; |
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static const string SLOT_TEXTURE_DIGGED_WET_PLANT = "dz\\gear\\cultivation\\data\\soil_digged_wet_plant_CO.paa"; |
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static const string SLOT_MATERIAL_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_wet.rvmat"; |
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static const string SLOT_MATERIAL_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated.rvmat"; |
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static const string SLOT_MATERIAL_LIMED_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_limed_wet.rvmat"; |
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static const string SLOT_MATERIAL_LIMED_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated_limed.rvmat"; |
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static const string SLOT_MATERIAL_COMPOST_WET = "dz\\gear\\cultivation\\data\\soil_cultivated_compost_wet.rvmat"; |
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static const string SLOT_MATERIAL_COMPOST_DRY = "dz\\gear\\cultivation\\data\\soil_cultivated_compost.rvmat"; |
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private static const string SLOT_SELECTION_DIGGED_PREFIX = "seedbase_"; |
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private static const string SLOT_SELECTION_COVERED_PREFIX = "slotCovered_"; |
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private static const string SLOT_MEMORY_POINT_PREFIX = "slot_"; |
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private static const string SLOT_SEEDBASE_PREFIX = "seedbase_"; |
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private static const int CHECK_RAIN_INTERVAL = 15; |
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protected ref array<ref Slot> m_Slots; |
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protected int m_SlotFertilityState = 0; |
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protected int m_SlotWateredState = 0; |
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protected int m_MaxWateredStateVal = 0; |
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protected float m_DefaultFertility = 1; |
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ref Timer m_CheckRainTimer; |
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private static ref map<string,string> m_map_slots; |
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void GardenBase() |
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{ |
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RegisterNetSyncVariableInt("m_SlotFertilityState"); |
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RegisterNetSyncVariableInt("m_SlotWateredState"); |
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m_map_slots = new map<string,string>; |
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SetEventMask(EntityEvent.INIT); |
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for (int i = 1; i <= GetGardenSlotsCount() ; ++i) |
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{ |
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string input = SLOT_SEEDBASE_PREFIX + i.ToString(); |
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string output = SLOT_MEMORY_POINT_PREFIX; |
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if (i < 10) |
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output = output + "0"; |
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output = output + i.ToString(); |
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m_map_slots.Set(input, output); |
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} |
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if ( GetGame().IsServer() ) |
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{ |
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CheckRainStart(); |
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} |
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InitializeSlots(); |
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SetMaxWaterStateVal(); |
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} |
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override void OnVariablesSynchronized() |
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{ |
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super.OnVariablesSynchronized(); |
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SyncSlots(); |
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} |
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override bool HasProxyParts() |
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{ |
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return true; |
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} |
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override int GetHideIconMask() |
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{ |
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return EInventoryIconVisibility.HIDE_VICINITY; |
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} |
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void SetBaseFertility(float value) |
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{ |
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m_DefaultFertility = value; |
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} |
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float GetBaseFertility() |
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{ |
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return m_DefaultFertility; |
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} |
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override void EOnInit(IEntity other, int extra) |
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{ |
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CheckRainTick(); |
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UpdateTexturesOnAllSlots(); |
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} |
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void InitializeSlots() |
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{ |
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m_Slots = new array<ref Slot>; |
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int slots_count = GetGardenSlotsCount(); |
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for ( int i = 0; i < slots_count; i++ ) |
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{ |
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Slot slot = new Slot(GetBaseFertility()); |
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slot.SetSlotIndex(i); |
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int i1 = i + 1; |
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string name = "SeedBase_" + i1; |
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int slot_id = InventorySlots.GetSlotIdFromString(name); |
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slot.SetSlotId(slot_id); |
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slot.SetGarden(this); |
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slot.m_State = Slot.STATE_DIGGED; |
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m_Slots.Insert( slot ); |
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} |
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} |
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void SetMaxWaterStateVal() |
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{ |
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int state = 0; |
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for ( int i = 0; i < m_Slots.Count(); i++ ) |
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{ |
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state += 1 * Math.Pow( 2, i ); |
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} |
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m_MaxWateredStateVal = state; |
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} |
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int GetMaxWaterStateVal() |
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{ |
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return m_MaxWateredStateVal; |
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} |
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void UpdateTexturesOnAllSlots() |
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{ |
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int slots_count = GetGardenSlotsCount(); |
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for ( int i = 0; i < slots_count; i++ ) |
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{ |
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UpdateSlotTexture(i); |
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} |
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} |
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override bool OnStoreLoad( ParamsReadContext ctx, int version ) |
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{ |
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if ( version <= 118 ) |
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return true; |
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if ( !super.OnStoreLoad( ctx, version ) ) |
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return false; |
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if ( version < 102 ) |
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{ |
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float some_value; |
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ctx.Read( some_value ); |
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} |
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int slots_count = GetGardenSlotsCount(); |
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for ( int i = 0; i < slots_count; i++ ) |
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{ |
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Slot slot = m_Slots.Get( i ); |
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if ( !slot.OnStoreLoadCustom( ctx, version ) ) |
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return false; |
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} |
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if ( version >= 119 ) |
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ctx.Read( m_SlotFertilityState ); |
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if ( version >= 120 ) |
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ctx.Read( m_SlotWateredState ); |
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return true; |
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} |
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override void AfterStoreLoad() |
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{ |
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super.AfterStoreLoad(); |
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} |
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override void EEOnAfterLoad() |
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{ |
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GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SyncSlots, 500, false, this ); |
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super.EEOnAfterLoad(); |
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} |
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void SyncSlots() |
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{ |
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for ( int i = 0; i < GetGardenSlotsCount(); i++ ) |
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{ |
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int fertilityState = (m_SlotFertilityState >> i) & 1; |
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m_Slots[i].SetFertilityState(fertilityState); |
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int wateredState = (m_SlotWateredState >> i) & 1; |
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m_Slots[i].SetWateredState( wateredState ); |
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if ( fertilityState == eFertlityState.NONE ) |
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{ |
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m_Slots[i].SetFertilityType( "" ); |
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m_Slots[i].SetFertilizerQuantity( 0 ); |
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} |
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if ( wateredState == eWateredState.DRY ) |
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{ |
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m_Slots[i].SetWater( 0 ); |
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} |
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UpdateSlotTexture( i ); |
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} |
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if ( GetGame().IsServer() ) |
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{ |
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SetSynchDirty(); |
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} |
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} |
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override void OnStoreSave( ParamsWriteContext ctx ) |
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{ |
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super.OnStoreSave( ctx ); |
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int slots_count = GetGardenSlotsCount(); |
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for ( int i = 0; i < slots_count; i++ ) |
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{ |
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Slot slot = m_Slots.Get( i ); |
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slot.OnStoreSaveCustom( ctx ); |
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} |
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ctx.Write(m_SlotFertilityState); |
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ctx.Write( m_SlotWateredState ); |
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} |
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void PrintSlots() |
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{ |
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Debug.Log("PRINT ALL SLOTS FROM..."); |
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Debug.Log("" + this); |
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int slots = GetInventory().GetAttachmentSlotsCount(); |
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Debug.Log("Nb Slots : " + slots); |
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for ( int i = 0; i < slots ; i++ ) |
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{ |
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Slot slot = m_Slots.Get(i); |
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Debug.Log("i : " + i); |
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Debug.Log("Slot : " + slot); |
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float slot_fertility = slot.GetFertility(); |
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float slot_fertility_usage = slot.GetFertilityMax(); |
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string slot_fertility_type = slot.GetFertilityType(); |
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float slot_water = slot.GetWater(); |
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float slot_water_usage = slot.GetWaterUsage(); |
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ItemBase slot_seed = slot.GetSeed(); |
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ItemBase slot_plant = slot.GetPlant(); |
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float slot_state= slot.GetState(); |
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float slot_slot_Index = slot.GetSlotIndex(); |
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float slot_slot_ID = slot.GetSlotId(); |
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int slot_wateredState = slot.GetWateredState(); |
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int slot_FertilityState = slot.GetFertilityState(); |
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Debug.Log("Fertility : " + slot_fertility); |
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Debug.Log("Fertility Usage : " + slot_fertility_usage); |
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Debug.Log("Fertility Type : " + slot_fertility_type); |
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Debug.Log("Fertility State : " + slot_FertilityState); |
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Debug.Log("Water : " + slot_water); |
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Debug.Log("Water Usage : " + slot_water_usage); |
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Debug.Log("Watered State : " + slot_wateredState); |
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Debug.Log("Seed : " + slot_seed); |
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Debug.Log("Plant : " + slot_plant); |
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Debug.Log("State : " + slot_state); |
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Debug.Log("Slot Index : " + slot_slot_Index); |
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Debug.Log("Slot ID : " + slot_slot_ID); |
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Debug.Log("///////////////////////////"); |
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} |
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Debug.Log("END OF ALL SLOTS FOR..."); |
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Debug.Log("" + this); |
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} |
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override bool CanPutInCargo( EntityAI parent ) |
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{ |
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if ( !super.CanPutInCargo(parent) ) {return false;} |
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return false; |
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} |
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override bool CanPutIntoHands( EntityAI player ) |
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{ |
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if ( !super.CanPutIntoHands( parent ) ) |
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{ |
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return false; |
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} |
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return false; |
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} |
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override bool CanRemoveFromHands( EntityAI player ) |
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{ |
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return false; |
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} |
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int GetGardenSlotsCount() |
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{ |
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return 0; |
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} |
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bool CanPlantSeed( string selection_component ) |
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{ |
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Slot slot = GetSlotBySelection( selection_component ); |
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if ( slot != NULL && slot.m_State == Slot.STATE_DIGGED ) |
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{ |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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string ConvertAttSlotToPlantSlot(string attach_slot) |
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{ |
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if ( m_map_slots.Contains(attach_slot) ) |
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{ |
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string return_value = m_map_slots.Get(attach_slot); |
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return return_value; |
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} |
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return ""; |
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} |
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override void EEItemAttached(EntityAI item, string slot_name) |
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{ |
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super.EEItemAttached(item, slot_name); |
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string path = string.Format("CfgVehicles %1 Horticulture PlantType", item.GetType()); |
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bool IsItemSeed = GetGame().ConfigIsExisting(path); |
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int slot_id = InventorySlots.GetSlotIdFromString(slot_name); |
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if ( IsItemSeed ) |
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{ |
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string converted_slot_name; |
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vector pos = GetPosition(); |
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int index = GetSlotIndexByAttachmentSlot( slot_name ); |
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if (index < 10) |
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{ |
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converted_slot_name = SLOT_MEMORY_POINT_PREFIX + "0" + index.ToString(); |
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} |
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else |
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{ |
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converted_slot_name = SLOT_MEMORY_POINT_PREFIX + index.ToString(); |
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} |
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PlantSeed( ItemBase.Cast( item ), converted_slot_name); |
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} |
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else if (g_Game.IsClient()) |
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{ |
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Slot slot = GetSlotByIndex(GetSlotIndexByAttachmentSlot( slot_name) - 1); |
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if (slot) |
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{ |
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slot.SetPlant(PlantBase.Cast( item )); |
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slot.m_State = Slot.STATE_PLANTED; |
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} |
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} |
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} |
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override void EEItemDetached(EntityAI item, string slot_name) |
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{ |
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super.EEItemDetached(item, slot_name); |
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slot_name.ToLower(); |
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string path = string.Format("CfgVehicles %1 Horticulture PlantType", item.GetType()); |
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bool IsItemSeed = GetGame().ConfigIsExisting(path); |
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string converted_slot_name = ConvertAttSlotToPlantSlot(slot_name); |
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Slot slot = GetSlotBySelection(converted_slot_name); |
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if (slot) |
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{ |
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if (IsItemSeed) |
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{ |
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slot.SetSeed(NULL); |
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} |
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slot.SetState(Slot.STATE_DIGGED); |
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} |
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} |
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void PlantSeed( ItemBase seed, string selection_component ) |
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{ |
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int slot_index = GetSlotIndexBySelection( selection_component ); |
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if ( slot_index != -1 ) |
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{ |
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PluginHorticulture module_horticulture = PluginHorticulture.Cast( GetPlugin( PluginHorticulture ) ); |
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string plant_type = module_horticulture.GetPlantType( seed ); |
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Slot slot = m_Slots.Get( slot_index ); |
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slot.SetState(Slot.STATE_PLANTED); |
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slot.m_PlantType = plant_type; |
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slot.SetSeed(seed); |
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if ( !slot.NeedsWater() ) |
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{ |
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seed.LockToParent(); |
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Timer growthTimer = NULL; |
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growthTimer = new Timer( CALL_CATEGORY_SYSTEM ); |
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Param createPlantParam = new Param1<Slot>(slot); |
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growthTimer.Run( 0.1, this, "CreatePlant", createPlantParam, false ); |
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} |
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} |
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} |
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void CreatePlant(Slot slot ) |
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{ |
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if (g_Game.IsServer()) |
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{ |
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ItemBase seed = slot.GetSeed(); |
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seed.UnlockFromParent(); |
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GetGame().ObjectDelete(seed); |
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PlantBase plant = PlantBase.Cast( GetInventory().CreateAttachmentEx( slot.m_PlantType, slot.GetSlotId()) ); |
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int slot_index = slot.GetSlotIndex(); |
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slot.SetPlant(plant); |
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plant.Init( this, slot.GetFertility(), slot.m_HarvestingEfficiency, slot.GetWater() ); |
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plant.LockToParent(); |
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} |
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} |
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void Fertilize( PlayerBase player, ItemBase item, float consumed_quantity, string selection_component ) |
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{ |
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Slot slot = GetSlotBySelection( selection_component ); |
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if ( slot != NULL ) |
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{ |
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string item_type = item.GetType(); |
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if ( slot.GetFertilityType() == "" || slot.GetFertilityType() == item_type ) |
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{ |
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slot.SetFertilityType(item_type); |
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float add_energy_to_slot = GetGame().ConfigGetFloat( string.Format("cfgVehicles %1 Horticulture AddEnergyToSlot", item_type) ); |
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slot.m_FertilizerUsage = GetGame().ConfigGetFloat( string.Format("cfgVehicles %1 Horticulture ConsumedQuantity", item_type) ); |
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float coef = Math.Clamp( consumed_quantity / slot.m_FertilizerUsage, 0.0, 1.0 ); |
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add_energy_to_slot = coef * add_energy_to_slot; |
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slot.m_FertilizerQuantity += consumed_quantity; |
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slot.m_Fertility += add_energy_to_slot; |
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if ( slot.GetFertilizerQuantity() >= slot.GetFertilizerQuantityMax() ) |
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{ |
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int slot_index = slot.GetSlotIndex(); |
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if (slot_index > -1) |
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{ |
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UpdateSlotTexture( slot_index ); |
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slot.SetFertilityState(eFertlityState.FERTILIZED); |
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m_SlotFertilityState |= slot.GetFertilityState() << slot.GetSlotIndex(); |
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} |
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} |
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} |
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else |
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{ |
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slot.SetFertilizerQuantity(0); |
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slot.SetFertilityType(""); |
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slot.SetFertilityState(eFertlityState.NONE); |
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} |
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SetSynchDirty(); |
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} |
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} |
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bool IsCorrectFertilizer( ItemBase item, string selection_component ) |
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{ |
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Slot slot = GetSlotBySelection( selection_component ); |
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if ( slot != NULL ) |
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{ |
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string item_type = item.GetType(); |
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if ( slot.GetFertilityType() == "" || slot.GetFertilityType() == item_type ) |
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{ |
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return true; |
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} |
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} |
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return false; |
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} |
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bool NeedsFertilization( string selection_component ) |
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{ |
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Slot slot = GetSlotBySelection( selection_component ); |
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if ( slot ) |
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{ |
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if ( slot.GetFertilityState() == eFertlityState.NONE ) |
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{ |
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return true; |
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} |
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} |
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return false; |
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} |
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void SlotWaterStateUpdate( Slot slot ) |
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{ |
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m_SlotWateredState |= slot.GetWateredState() << slot.GetSlotIndex(); |
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SetSynchDirty(); |
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} |
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void UpdateSlotTexture( int slot_index ) |
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{ |
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Slot slot = m_Slots.Get( slot_index ); |
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if ( slot.IsDigged() || slot.IsPlanted() ) |
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{ |
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string str_hide = SLOT_SELECTION_COVERED_PREFIX + (slot_index + 1).ToStringLen(2); |
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string str_show = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(1); |
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HideSelection( str_hide ); |
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ShowSelection( str_show ); |
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} |
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if ( slot.GetFertilityType() != "" ) |
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{ |
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SetSlotTextureFertilized( slot_index, slot.GetFertilityType() ); |
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} |
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else |
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{ |
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SetSlotTextureDigged( slot_index ); |
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} |
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} |
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void SetSlotTextureDigged( int slot_index ) |
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{ |
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TStringArray textures = GetHiddenSelectionsTextures(); |
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string str_digged = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(1); |
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ShowSelection( str_digged ); |
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string texture = textures.Get(0); |
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SetObjectTexture( slot_index, texture ); |
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Slot slot = m_Slots.Get( slot_index ); |
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if ( slot.GetWateredState() == 0 ) |
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{ |
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SetObjectMaterial( slot_index, SLOT_MATERIAL_DRY ); |
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} |
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else |
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{ |
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SetObjectMaterial( slot_index, SLOT_MATERIAL_WET ); |
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} |
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} |
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void SetSlotTextureFertilized( int slot_index, string item_type ) |
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{ |
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TStringArray textures = GetHiddenSelectionsTextures(); |
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int tex_id = GetGame().ConfigGetInt( string.Format("cfgVehicles %1 Horticulture TexId", item_type) ); |
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string str_show = SLOT_SELECTION_DIGGED_PREFIX + (slot_index + 1).ToStringLen(2); |
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ShowSelection( str_show ); |
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SetObjectTexture( slot_index, textures.Get(tex_id) ); |
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Slot slot = m_Slots.Get( slot_index ); |
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int slot_index_offset = 0; |
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if ( slot.GetWateredState() == 0 ) |
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{ |
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if ( slot.GetFertilityType() == "GardenLime" ) |
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{ |
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SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_LIMED_DRY ); |
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} |
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else if ( slot.GetFertilityType() == "PlantMaterial" ) |
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{ |
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SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_COMPOST_DRY ); |
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} |
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} |
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else |
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{ |
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if ( slot.GetFertilityType() == "GardenLime" ) |
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{ |
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SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_LIMED_WET ); |
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} |
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else if ( slot.GetFertilityType() == "PlantMaterial" ) |
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{ |
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SetObjectMaterial( slot_index + slot_index_offset, SLOT_MATERIAL_COMPOST_WET ); |
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} |
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} |
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} |
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void RemoveSlot( int index ) |
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{ |
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if ( m_Slots != NULL ) |
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{ |
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Slot slot = m_Slots.Get( index ); |
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PlantBase plant = slot.GetPlant(); |
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if ( plant ) |
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{ |
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plant.UnlockFromParent(); |
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plant.m_MarkForDeletion = true; |
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GetGame().ObjectDelete( plant ); |
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} |
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slot.Init( GetBaseFertility() ); |
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|
|
|
|
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; |
|
} |
|
} |
|
|
|
|
|
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; |
|
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(); |
|
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); |
|
|
|
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; |
|
|
|
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() ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
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); |
|
} |
|
} |