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class Chemlight_ColorBase : ItemBase
{
string m_DefaultMaterial;
string m_GlowMaterial;
ChemlightLight m_Light;
private int m_Efficiency0To10; // Synchronized variable
static private float m_EfficiencyDecayStart = 0.05; // At this % of maximum energy the output of the light starts to weaken.
//! Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
float GetEfficiency0To1()
{
return m_Efficiency0To10 / 10;
}
//! Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
float GetEfficiencyDecayStart()
{
return m_EfficiencyDecayStart;
}
override void OnEnergyConsumed()
{
super.OnEnergyConsumed();
if ( GetGame().IsServer() )
{
float energy_coef = GetCompEM().GetEnergy0To1();
if ( energy_coef < m_EfficiencyDecayStart && m_EfficiencyDecayStart > 0 )
{
m_Efficiency0To10 = Math.Round( (energy_coef / m_EfficiencyDecayStart) * 10 );
SetSynchDirty();
}
}
}
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
{
super.EEHealthLevelChanged(oldLevel,newLevel,zone);
SetObjectMaterial( 0, GetMaterialForDamageState(GetCompEM().IsWorking(),newLevel) );
}
void Chemlight_ColorBase()
{
//materials
array<string> config_materials = GetHiddenSelectionsMaterials();
if (config_materials.Count() == 2)
{
m_DefaultMaterial = config_materials[0];
m_GlowMaterial = config_materials[1];
}
else
{
string error = "Error! Item " + GetType() + " must have 2 entries in config array hiddenSelectionsMaterials[]. One for the default state, the other one for the glowing state. Currently it has " + config_materials.Count() + ".";
Error(error);
}
m_Efficiency0To10 = 10;
RegisterNetSyncVariableInt("m_Efficiency0To10");
}
void CreateLight()
{
SetObjectMaterial( 0, GetMaterialForDamageState(true) ); // must be server side!
if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // client side
{
m_Light = ChemlightLight.Cast( ScriptedLightBase.CreateLight( ChemlightLight, "0 0 0") );
m_Light.AttachOnMemoryPoint(this, "light");
string type = GetType();
switch( type )
{
case "Chemlight_White":
m_Light.SetColorToWhite();
break;
case "Chemlight_Red":
m_Light.SetColorToRed();
break;
case "Chemlight_Green":
m_Light.SetColorToGreen();
break;
case "Chemlight_Blue":
m_Light.SetColorToBlue();
break;
case "Chemlight_Yellow":
m_Light.SetColorToYellow();
break;
default: { m_Light.SetColorToWhite(); };
}
}
}
override void OnWorkStart()
{
}
// Inventory manipulation
override void OnInventoryExit(Man player)
{
super.OnInventoryExit(player);
StandUp();
}
void StandUp()
{
if ( GetGame().IsServer() && GetCompEM().IsWorking() )
{
vector ori_rotate = "0 0 0";
SetOrientation(ori_rotate);
}
}
override void OnWorkStop()
{
SetObjectMaterial( 0, GetMaterialForDamageState(false) );
if (m_Light)
{
m_Light.FadeOut();
}
if ( GetGame().IsServer() )
{
//Safeguard if item is turned off by another event than running out of energy
if (GetCompEM().GetEnergy() > 0)
return;
SetHealth(0);
}
}
override void OnWork (float consumed_energy)
{
if (!m_Light)
CreateLight();
// Handle fade out of chemlight
if (m_Light)
{
float efficiency = GetEfficiency0To1();
if ( efficiency < 1 )
{
m_Light.SetIntensity( efficiency, GetCompEM().GetUpdateInterval() );
}
}
}
override void SetActions()
{
super.SetActions();
AddAction(ActionTurnOnWhileInHands);
}
string GetMaterialForDamageState(bool glowing,int healthLevel = -1)
{
int currentHealthLevel;
int suffixIndex;
string base;
if (healthLevel == -1)
currentHealthLevel = GetHealthLevel();
else
currentHealthLevel = healthLevel;
if (glowing)
base = m_GlowMaterial;
else
base = m_DefaultMaterial;
suffixIndex = base.IndexOf(".rvmat");
if (suffixIndex == -1)
{
Error("Error - no valid rvmat found for chemlight");
return "";
}
base = base.Substring(0,suffixIndex);
if (currentHealthLevel == GameConstants.STATE_BADLY_DAMAGED || currentHealthLevel == GameConstants.STATE_DAMAGED)
{
base = base + "_damage";
}
else if (currentHealthLevel == GameConstants.STATE_RUINED)
{
base = base + "_destruct";
}
return base + ".rvmat";
}
};
class Chemlight_White: Chemlight_ColorBase {};
class Chemlight_Red: Chemlight_ColorBase {};
class Chemlight_Green: Chemlight_ColorBase {};
class Chemlight_Blue: Chemlight_ColorBase {};
class Chemlight_Yellow: Chemlight_ColorBase {};