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class BatteryCharger extends ItemBase
{
// Model selections
static protected const string SEL_CLIPS_CAR = "clips_car_battery";
static protected const string SEL_CLIPS_TRUCK = "clips_truck_battery";
static protected const string SEL_CLIPS_DETACHED = "clips_detached";
static protected const string SEL_CLIPS_FOLDED = "clips_folded";
static protected const string SEL_SWITCH_ON = "switch_on";
static protected const string SEL_SWITCH_OFF = "switch_off";
static protected const string SEL_CORD_PLUGGED = "cord_plugged";
static protected const string SEL_CORD_FOLDED = "cord_folded";
static protected const string SEL_LIGHT_STATE_1 = "light_stand_by";
static protected const string SEL_LIGHT_STATE_2 = "light_charging";
static protected const string SEL_LIGHT_STATE_3 = "light_charged";
// glow materials
static protected const string RED_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_r.rvmat";
static protected const string GREEN_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_g.rvmat";
static protected const string YELLOW_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_y.rvmat";
static protected const string SWITCH_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_switch_on.rvmat";
static protected const string DEFAULT_MATERIAL = "dz\\gear\\camping\\data\\battery_charger.rvmat";
protected const string ATTACHED_CLIPS_STATES[] = {SEL_CLIPS_CAR, SEL_CLIPS_TRUCK}; // TO DO: If it's required by design, add helicopter battery here and register its selection names.
protected const int ATTACHED_CLIPS_STATES_COUNT = 2; // Reffers to this ^ array
int m_BatteryEnergy0To100;
protected float m_ChargeEnergyPerSecond;
static protected float m_BlinkingStatusLightInterval = 0.4; // How often the lights blink
ref Timer m_UpdateStatusLightsTimer;
protected bool m_BlinkingStatusLightIsOn = false; // Status of one blinking light
void BatteryCharger()
{
m_ChargeEnergyPerSecond = GetGame().ConfigGetFloat ("CfgVehicles " + GetType() + " ChargeEnergyPerSecond");
m_UpdateStatusLightsTimer = new Timer( CALL_CATEGORY_SYSTEM );
SwitchLightOff();
RegisterNetSyncVariableInt("m_BatteryEnergy0To100");
RegisterNetSyncVariableBool("m_IsSoundSynchRemote");
RegisterNetSyncVariableBool("m_IsPlaceSound");
}
override bool IsElectricAppliance()
{
return true;
}
override void OnWork( float consumed_energy )
{
// Charging functionality
ItemBase battery = ItemBase.Cast( GetCompEM().GetPluggedDevice() );
if ( battery )
{
if ( GetGame().IsServer() )
{
float battery_capacity = battery.GetCompEM().GetEnergyMax();
if ( battery.GetCompEM().GetEnergy() < battery_capacity )
{
// Heat up the items so players know they are working.
this.SetTemperature(60);
battery.SetTemperature(60);
float charger_health = GetHealth("", "");
float energy_add = m_ChargeEnergyPerSecond * ( consumed_energy / GetCompEM().GetEnergyUsage() );
#ifdef DIAG_DEVELOPER
if (FeatureTimeAccel.GetFeatureTimeAccelEnabled(ETimeAccelCategories.ENERGY_RECHARGE))
{
float timeAccel = FeatureTimeAccel.GetFeatureTimeAccelValue();
energy_add *= timeAccel;
}
#endif
if ( GetCompEM().ConsumeEnergy(energy_add) ) // consumes energy from the power source
{
// There is enough of energy to use
energy_add = energy_add * ( 0.5 + charger_health*0.005 ); // Damaged charger works less efficiently - 50% damage causes 75% efficiency
}
else
{
// There is NOT enough of energy to use
energy_add = 0;
}
battery.GetCompEM().AddEnergy( energy_add );
}
else
{
battery.GetCompEM().SetEnergy( battery_capacity );
}
m_BatteryEnergy0To100 = battery.GetCompEM().GetEnergy0To100();
SetSynchDirty();
}
}
}
override void OnWorkStart()
{
if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
{
UpdateStatusLights();
m_UpdateStatusLightsTimer.Run( m_BlinkingStatusLightInterval/2 , this, "UpdateStatusLights", NULL, true);
}
}
override void OnWorkStop()
{
if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
{
UpdateStatusLights();
m_UpdateStatusLightsTimer.Stop();
}
}
void UpdateStatusLights()
{
if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
{
if (GetCompEM().IsWorking())
{
SwitchLightOn();
ItemBase battery = ItemBase.Cast( GetCompEM().GetPluggedDevice() );
if (battery)
{
RedLightOff();
if (m_BatteryEnergy0To100 <= 33)
{
// Less than 1/3 charged, yellow status light must repeatedly blink
if (m_BlinkingStatusLightIsOn)
YellowLightOn();
else
YellowLightOff();
m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
}
else if (m_BatteryEnergy0To100 > 33 && m_BatteryEnergy0To100 <= 66)
{
// Less than 2/3 charged, yellow status light must glow
YellowLightOn();
}
else if (m_BatteryEnergy0To100 > 66 && m_BatteryEnergy0To100 < 100)
{
// Less than 3/3 charged, yellow status light must glow, green light must blink
YellowLightOn();
if (m_BlinkingStatusLightIsOn)
GreenLightOn();
else
GreenLightOff();
m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
}
else if (m_BatteryEnergy0To100 >= 100)
{
// Fully charged, green light must glow
YellowLightOff();
GreenLightOn();
}
}
else
{
if (m_BlinkingStatusLightIsOn)
RedLightOn();
else
RedLightOff();
m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
GreenLightOff();
YellowLightOff();
}
}
else
{
SwitchLightOff();
GreenLightOff();
RedLightOff();
YellowLightOff();
}
}
}
override bool CanPutInCargo( EntityAI parent )
{
if( !super.CanPutInCargo(parent) ) {return false;}
// No "Take" action if the item is connected
if ( !GetCompEM().IsPlugged() && !GetCompEM().GetPluggedDevice() )
{
return true;
}
return false;
}
override bool CanPutIntoHands( EntityAI player )
{
if( !super.CanPutIntoHands( parent ) )
{
return false;
}
// No "Take into hands" action if the item is connected
if ( !GetCompEM().IsPlugged() && !GetCompEM().GetPluggedDevice() )
{
return true;
}
return false;
}
override void OnOwnSocketTaken( EntityAI device )
{
string att_type = device.GetType();
if ( att_type == "CarBattery" )
{
HideAttachedClipsStates();
ShowSelection(SEL_CLIPS_CAR);
}
if ( att_type == "TruckBattery" )
{
HideAttachedClipsStates();
ShowSelection(SEL_CLIPS_TRUCK);
}
HideSelection(SEL_CLIPS_DETACHED);
HideSelection(SEL_CLIPS_FOLDED);
}
override void OnOwnSocketReleased( EntityAI device )
{
HideAttachedClipsStates();
ShowSelection(SEL_CLIPS_DETACHED);
}
override bool CanReceiveAttachment( EntityAI attachment, int slotId )
{
if ( !super.CanReceiveAttachment(attachment, slotId) )
return false;
ItemBase ibase;
Class.CastTo(ibase, attachment);
// No attaching if the charger is in inventory!
PlayerBase charger_owner = PlayerBase.Cast( GetHierarchyRootPlayer() );
if ( charger_owner )
return false;
// Only one attachment allowed
if ( GetCompEM().GetPluggedDevice() )
return false;
if ( ibase.HasEnergyManager() && ibase.GetCompEM().GetPluggedDevicesCount() >= 1 ) // Make sure nothing is plugged into the battery
return false;
return true;
}
override bool CanLoadAttachment( EntityAI attachment)
{
if ( !super.CanLoadAttachment(attachment) )
return false;
ItemBase ibase;
Class.CastTo(ibase, attachment);
// Only one attachment allowed
if ( GetCompEM().GetPluggedDevice() )
return false;
if ( ibase.HasEnergyManager() && ibase.GetCompEM().GetPluggedDevicesCount() >= 1 ) // Make sure nothing is plugged into the battery
return false;
return true;
}
void HideAttachedClipsStates()
{
for ( int i = 0; i < ATTACHED_CLIPS_STATES_COUNT; i++ )
{
string selection = ATTACHED_CLIPS_STATES[i];
HideSelection(selection);
}
}
// Control of status lights
// ON
void RedLightOn()
{
SetObjectMaterial( 0, RED_LIGHT_GLOW );
}
void GreenLightOn()
{
SetObjectMaterial( 2, GREEN_LIGHT_GLOW );
}
void YellowLightOn()
{
SetObjectMaterial( 1, YELLOW_LIGHT_GLOW );
}
void SwitchLightOn()
{
SetObjectMaterial( 3, SWITCH_LIGHT_GLOW );
}
// OFF
void RedLightOff()
{
SetObjectMaterial( 0, DEFAULT_MATERIAL );
}
void GreenLightOff()
{
SetObjectMaterial( 2, DEFAULT_MATERIAL );
}
void YellowLightOff()
{
SetObjectMaterial( 1, DEFAULT_MATERIAL );
}
void SwitchLightOff()
{
SetObjectMaterial( 3, DEFAULT_MATERIAL );
}
override void OnSwitchOn()
{
HideSelection(SEL_SWITCH_OFF);
ShowSelection(SEL_SWITCH_ON);
}
override void OnSwitchOff()
{
HideSelection(SEL_SWITCH_ON);
ShowSelection(SEL_SWITCH_OFF);
}
// Inventory manipulation
override void OnInventoryExit(Man player)
{
super.OnInventoryExit(player);
HideAttachedClipsStates();
HideSelection(SEL_CLIPS_FOLDED);
ShowSelection(SEL_CLIPS_DETACHED);
}
override void OnInventoryEnter(Man player)
{
super.OnInventoryEnter(player);
HideAttachedClipsStates();
HideSelection(SEL_CLIPS_DETACHED);
ShowSelection(SEL_CLIPS_FOLDED);
}
override void OnVariablesSynchronized()
{
super.OnVariablesSynchronized();
if ( IsPlaceSound() )
{
PlayPlaceSound();
}
}
override void RefreshPhysics()
{
super.RefreshPhysics();
if ( GetAttachmentByType(CarBattery) )
{
RemoveProxyPhysics( "battery" );
AddProxyPhysics( "battery" );
}
else
RemoveProxyPhysics( "battery" );
}
//================================================================
// ADVANCED PLACEMENT
//================================================================
override void OnPlacementStarted(Man player)
{
super.OnPlacementStarted(player);
SetAnimationPhase(SEL_CLIPS_DETACHED, 0);
SetAnimationPhase(SEL_CLIPS_FOLDED, 1);
SetAnimationPhase(SEL_SWITCH_ON, 1);
SetAnimationPhase(SEL_SWITCH_OFF, 1);
SetAnimationPhase(SEL_LIGHT_STATE_1, 1);
SetAnimationPhase(SEL_LIGHT_STATE_2, 1);
SetAnimationPhase(SEL_LIGHT_STATE_3, 1);
array<string> selections = {
SEL_CORD_PLUGGED,
SEL_CORD_FOLDED,
SEL_CLIPS_DETACHED,
SEL_CLIPS_FOLDED
};
PlayerBase playerPB = PlayerBase.Cast(player);
foreach (string selection : selections)
{
if (GetGame().IsMultiplayer() && GetGame().IsServer())
playerPB.GetHologramServer().SetSelectionToRefresh(selection);
else
playerPB.GetHologramLocal().SetSelectionToRefresh(selection);
}
}
override void OnPlacementComplete( Man player, vector position = "0 0 0", vector orientation = "0 0 0" )
{
super.OnPlacementComplete( player, position, orientation );
SetIsPlaceSound( true );
}
override bool IsDeployable()
{
return true;
}
override string GetPlaceSoundset()
{
return "placeBatteryCharger_SoundSet";
}
override void SetActions()
{
super.SetActions();
AddAction(ActionPlugIn);
AddAction(ActionTogglePlaceObject);
AddAction(ActionUnplugThisByCord);
AddAction(ActionTurnOnWhileOnGround);
AddAction(ActionTurnOffWhileOnGround);
AddAction(ActionPlaceObject);
}
}