batterycharger.c 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445
  1. class BatteryCharger extends ItemBase
  2. {
  3. // Model selections
  4. static protected const string SEL_CLIPS_CAR = "clips_car_battery";
  5. static protected const string SEL_CLIPS_TRUCK = "clips_truck_battery";
  6. static protected const string SEL_CLIPS_DETACHED = "clips_detached";
  7. static protected const string SEL_CLIPS_FOLDED = "clips_folded";
  8. static protected const string SEL_SWITCH_ON = "switch_on";
  9. static protected const string SEL_SWITCH_OFF = "switch_off";
  10. static protected const string SEL_CORD_PLUGGED = "cord_plugged";
  11. static protected const string SEL_CORD_FOLDED = "cord_folded";
  12. static protected const string SEL_LIGHT_STATE_1 = "light_stand_by";
  13. static protected const string SEL_LIGHT_STATE_2 = "light_charging";
  14. static protected const string SEL_LIGHT_STATE_3 = "light_charged";
  15. // glow materials
  16. static protected const string RED_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_r.rvmat";
  17. static protected const string GREEN_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_g.rvmat";
  18. static protected const string YELLOW_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_y.rvmat";
  19. static protected const string SWITCH_LIGHT_GLOW = "dz\\gear\\camping\\data\\battery_charger_light_switch_on.rvmat";
  20. static protected const string DEFAULT_MATERIAL = "dz\\gear\\camping\\data\\battery_charger.rvmat";
  21. 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.
  22. protected const int ATTACHED_CLIPS_STATES_COUNT = 2; // Reffers to this ^ array
  23. int m_BatteryEnergy0To100;
  24. protected float m_ChargeEnergyPerSecond;
  25. static protected float m_BlinkingStatusLightInterval = 0.4; // How often the lights blink
  26. ref Timer m_UpdateStatusLightsTimer;
  27. protected bool m_BlinkingStatusLightIsOn = false; // Status of one blinking light
  28. void BatteryCharger()
  29. {
  30. m_ChargeEnergyPerSecond = GetGame().ConfigGetFloat ("CfgVehicles " + GetType() + " ChargeEnergyPerSecond");
  31. m_UpdateStatusLightsTimer = new Timer( CALL_CATEGORY_SYSTEM );
  32. SwitchLightOff();
  33. RegisterNetSyncVariableInt("m_BatteryEnergy0To100");
  34. RegisterNetSyncVariableBool("m_IsSoundSynchRemote");
  35. RegisterNetSyncVariableBool("m_IsPlaceSound");
  36. }
  37. override bool IsElectricAppliance()
  38. {
  39. return true;
  40. }
  41. override void OnWork( float consumed_energy )
  42. {
  43. // Charging functionality
  44. ItemBase battery = ItemBase.Cast( GetCompEM().GetPluggedDevice() );
  45. if ( battery )
  46. {
  47. if ( GetGame().IsServer() )
  48. {
  49. float battery_capacity = battery.GetCompEM().GetEnergyMax();
  50. if ( battery.GetCompEM().GetEnergy() < battery_capacity )
  51. {
  52. float charger_health = GetHealth("", "");
  53. float energy_add = m_ChargeEnergyPerSecond * ( consumed_energy / GetCompEM().GetEnergyUsage() );
  54. #ifdef DIAG_DEVELOPER
  55. if (FeatureTimeAccel.GetFeatureTimeAccelEnabled(ETimeAccelCategories.ENERGY_RECHARGE))
  56. {
  57. float timeAccel = FeatureTimeAccel.GetFeatureTimeAccelValue();
  58. energy_add *= timeAccel;
  59. }
  60. #endif
  61. if ( GetCompEM().ConsumeEnergy(energy_add) ) // consumes energy from the power source
  62. {
  63. // There is enough of energy to use
  64. energy_add = energy_add * ( 0.5 + charger_health*0.005 ); // Damaged charger works less efficiently - 50% damage causes 75% efficiency
  65. }
  66. else
  67. {
  68. // There is NOT enough of energy to use
  69. energy_add = 0;
  70. }
  71. battery.GetCompEM().AddEnergy( energy_add );
  72. }
  73. else
  74. {
  75. battery.GetCompEM().SetEnergy( battery_capacity );
  76. }
  77. m_BatteryEnergy0To100 = battery.GetCompEM().GetEnergy0To100();
  78. SetSynchDirty();
  79. }
  80. }
  81. }
  82. override void OnWorkStart()
  83. {
  84. if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
  85. {
  86. UpdateStatusLights();
  87. m_UpdateStatusLightsTimer.Run( m_BlinkingStatusLightInterval/2 , this, "UpdateStatusLights", NULL, true);
  88. }
  89. }
  90. override void OnWorkStop()
  91. {
  92. if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
  93. {
  94. UpdateStatusLights();
  95. m_UpdateStatusLightsTimer.Stop();
  96. }
  97. }
  98. void UpdateStatusLights()
  99. {
  100. if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
  101. {
  102. if (GetCompEM().IsWorking())
  103. {
  104. SwitchLightOn();
  105. ItemBase battery = ItemBase.Cast( GetCompEM().GetPluggedDevice() );
  106. if (battery)
  107. {
  108. RedLightOff();
  109. if (m_BatteryEnergy0To100 <= 33)
  110. {
  111. // Less than 1/3 charged, yellow status light must repeatedly blink
  112. if (m_BlinkingStatusLightIsOn)
  113. YellowLightOn();
  114. else
  115. YellowLightOff();
  116. m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
  117. }
  118. else if (m_BatteryEnergy0To100 > 33 && m_BatteryEnergy0To100 <= 66)
  119. {
  120. // Less than 2/3 charged, yellow status light must glow
  121. YellowLightOn();
  122. }
  123. else if (m_BatteryEnergy0To100 > 66 && m_BatteryEnergy0To100 < 100)
  124. {
  125. // Less than 3/3 charged, yellow status light must glow, green light must blink
  126. YellowLightOn();
  127. if (m_BlinkingStatusLightIsOn)
  128. GreenLightOn();
  129. else
  130. GreenLightOff();
  131. m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
  132. }
  133. else if (m_BatteryEnergy0To100 >= 100)
  134. {
  135. // Fully charged, green light must glow
  136. YellowLightOff();
  137. GreenLightOn();
  138. }
  139. }
  140. else
  141. {
  142. if (m_BlinkingStatusLightIsOn)
  143. RedLightOn();
  144. else
  145. RedLightOff();
  146. m_BlinkingStatusLightIsOn = !m_BlinkingStatusLightIsOn;
  147. GreenLightOff();
  148. YellowLightOff();
  149. }
  150. }
  151. else
  152. {
  153. SwitchLightOff();
  154. GreenLightOff();
  155. RedLightOff();
  156. YellowLightOff();
  157. }
  158. }
  159. }
  160. override bool CanPutInCargo( EntityAI parent )
  161. {
  162. if( !super.CanPutInCargo(parent) ) {return false;}
  163. // No "Take" action if the item is connected
  164. if ( !GetCompEM().IsPlugged() && !GetCompEM().GetPluggedDevice() )
  165. {
  166. return true;
  167. }
  168. return false;
  169. }
  170. override bool CanPutIntoHands( EntityAI player )
  171. {
  172. if( !super.CanPutIntoHands( parent ) )
  173. {
  174. return false;
  175. }
  176. // No "Take into hands" action if the item is connected
  177. if ( !GetCompEM().IsPlugged() && !GetCompEM().GetPluggedDevice() )
  178. {
  179. return true;
  180. }
  181. return false;
  182. }
  183. override void OnOwnSocketTaken( EntityAI device )
  184. {
  185. string att_type = device.GetType();
  186. if ( att_type == "CarBattery" )
  187. {
  188. HideAttachedClipsStates();
  189. ShowSelection(SEL_CLIPS_CAR);
  190. }
  191. if ( att_type == "TruckBattery" )
  192. {
  193. HideAttachedClipsStates();
  194. ShowSelection(SEL_CLIPS_TRUCK);
  195. }
  196. HideSelection(SEL_CLIPS_DETACHED);
  197. HideSelection(SEL_CLIPS_FOLDED);
  198. }
  199. override void OnOwnSocketReleased( EntityAI device )
  200. {
  201. HideAttachedClipsStates();
  202. ShowSelection(SEL_CLIPS_DETACHED);
  203. }
  204. override bool CanReceiveAttachment( EntityAI attachment, int slotId )
  205. {
  206. if ( !super.CanReceiveAttachment(attachment, slotId) )
  207. return false;
  208. ItemBase ibase;
  209. Class.CastTo(ibase, attachment);
  210. // No attaching if the charger is in inventory!
  211. PlayerBase charger_owner = PlayerBase.Cast( GetHierarchyRootPlayer() );
  212. if ( charger_owner )
  213. return false;
  214. // Only one attachment allowed
  215. if ( GetCompEM().GetPluggedDevice() )
  216. return false;
  217. if ( ibase.HasEnergyManager() && ibase.GetCompEM().GetPluggedDevicesCount() >= 1 ) // Make sure nothing is plugged into the battery
  218. return false;
  219. return true;
  220. }
  221. override bool CanLoadAttachment( EntityAI attachment)
  222. {
  223. if ( !super.CanLoadAttachment(attachment) )
  224. return false;
  225. ItemBase ibase;
  226. Class.CastTo(ibase, attachment);
  227. // Only one attachment allowed
  228. if ( GetCompEM().GetPluggedDevice() )
  229. return false;
  230. if ( ibase.HasEnergyManager() && ibase.GetCompEM().GetPluggedDevicesCount() >= 1 ) // Make sure nothing is plugged into the battery
  231. return false;
  232. return true;
  233. }
  234. void HideAttachedClipsStates()
  235. {
  236. for ( int i = 0; i < ATTACHED_CLIPS_STATES_COUNT; i++ )
  237. {
  238. string selection = ATTACHED_CLIPS_STATES[i];
  239. HideSelection(selection);
  240. }
  241. }
  242. // Control of status lights
  243. // ON
  244. void RedLightOn()
  245. {
  246. SetObjectMaterial( 0, RED_LIGHT_GLOW );
  247. }
  248. void GreenLightOn()
  249. {
  250. SetObjectMaterial( 2, GREEN_LIGHT_GLOW );
  251. }
  252. void YellowLightOn()
  253. {
  254. SetObjectMaterial( 1, YELLOW_LIGHT_GLOW );
  255. }
  256. void SwitchLightOn()
  257. {
  258. SetObjectMaterial( 3, SWITCH_LIGHT_GLOW );
  259. }
  260. // OFF
  261. void RedLightOff()
  262. {
  263. SetObjectMaterial( 0, DEFAULT_MATERIAL );
  264. }
  265. void GreenLightOff()
  266. {
  267. SetObjectMaterial( 2, DEFAULT_MATERIAL );
  268. }
  269. void YellowLightOff()
  270. {
  271. SetObjectMaterial( 1, DEFAULT_MATERIAL );
  272. }
  273. void SwitchLightOff()
  274. {
  275. SetObjectMaterial( 3, DEFAULT_MATERIAL );
  276. }
  277. override void OnSwitchOn()
  278. {
  279. HideSelection(SEL_SWITCH_OFF);
  280. ShowSelection(SEL_SWITCH_ON);
  281. }
  282. override void OnSwitchOff()
  283. {
  284. HideSelection(SEL_SWITCH_ON);
  285. ShowSelection(SEL_SWITCH_OFF);
  286. }
  287. // Inventory manipulation
  288. override void OnInventoryExit(Man player)
  289. {
  290. super.OnInventoryExit(player);
  291. HideAttachedClipsStates();
  292. HideSelection(SEL_CLIPS_FOLDED);
  293. ShowSelection(SEL_CLIPS_DETACHED);
  294. }
  295. override void OnInventoryEnter(Man player)
  296. {
  297. super.OnInventoryEnter(player);
  298. HideAttachedClipsStates();
  299. HideSelection(SEL_CLIPS_DETACHED);
  300. ShowSelection(SEL_CLIPS_FOLDED);
  301. }
  302. override void OnVariablesSynchronized()
  303. {
  304. super.OnVariablesSynchronized();
  305. if ( IsPlaceSound() )
  306. {
  307. PlayPlaceSound();
  308. }
  309. }
  310. override void RefreshPhysics()
  311. {
  312. super.RefreshPhysics();
  313. if ( GetAttachmentByType(CarBattery) )
  314. {
  315. RemoveProxyPhysics( "battery" );
  316. AddProxyPhysics( "battery" );
  317. }
  318. else
  319. RemoveProxyPhysics( "battery" );
  320. }
  321. //================================================================
  322. // ADVANCED PLACEMENT
  323. //================================================================
  324. override void OnPlacementStarted(Man player)
  325. {
  326. super.OnPlacementStarted(player);
  327. SetAnimationPhase(SEL_CLIPS_DETACHED, 0);
  328. SetAnimationPhase(SEL_CLIPS_FOLDED, 1);
  329. SetAnimationPhase(SEL_SWITCH_ON, 1);
  330. SetAnimationPhase(SEL_SWITCH_OFF, 1);
  331. SetAnimationPhase(SEL_LIGHT_STATE_1, 1);
  332. SetAnimationPhase(SEL_LIGHT_STATE_2, 1);
  333. SetAnimationPhase(SEL_LIGHT_STATE_3, 1);
  334. array<string> selections = {
  335. SEL_CORD_PLUGGED,
  336. SEL_CORD_FOLDED,
  337. SEL_CLIPS_DETACHED,
  338. SEL_CLIPS_FOLDED
  339. };
  340. PlayerBase playerPB = PlayerBase.Cast(player);
  341. foreach (string selection : selections)
  342. {
  343. if (GetGame().IsMultiplayer() && GetGame().IsServer())
  344. playerPB.GetHologramServer().SetSelectionToRefresh(selection);
  345. else
  346. playerPB.GetHologramLocal().SetSelectionToRefresh(selection);
  347. }
  348. }
  349. override void OnPlacementComplete( Man player, vector position = "0 0 0", vector orientation = "0 0 0" )
  350. {
  351. super.OnPlacementComplete( player, position, orientation );
  352. SetIsPlaceSound( true );
  353. }
  354. override bool IsDeployable()
  355. {
  356. return true;
  357. }
  358. override string GetPlaceSoundset()
  359. {
  360. return "placeBatteryCharger_SoundSet";
  361. }
  362. override void SetActions()
  363. {
  364. super.SetActions();
  365. AddAction(ActionPlugIn);
  366. AddAction(ActionTogglePlaceObject);
  367. AddAction(ActionUnplugThisByCord);
  368. AddAction(ActionTurnOnWhileOnGround);
  369. AddAction(ActionTurnOffWhileOnGround);
  370. AddAction(ActionPlaceObject);
  371. }
  372. }