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							- class AlarmClock_ColorBase: ClockBase
 
- {
 
- 	const string		RINGING_SOUND 				= "AlarmClock_Ring_Loop_SoundSet";
 
- 	const string		TURN_TOGGLE_SOUND 			= "AlarmClock_Turn_Off_SoundSet";
 
- 	const string		DESTROYED_SOUND 			= "AlarmClock_Destroyed_SoundSet";
 
- 	const string		HIT_SOUND 					= "AlarmClock_Hit_SoundSet";
 
- 	
 
- 	static ref NoiseParams 	m_NoisePar;
 
- 	static NoiseSystem		m_NoiseSystem;
 
- 	
 
- 	override void Init()
 
- 	{
 
- 		super.Init();
 
- 		if ( GetGame().IsServer() )
 
- 		{
 
- 			m_NoiseSystem = GetGame().GetNoiseSystem();
 
- 			if ( m_NoiseSystem && !m_NoisePar )
 
- 			{
 
- 				// Create and load noise parameters
 
- 				m_NoisePar = new NoiseParams;
 
- 				m_NoisePar.LoadFromPath("cfgVehicles " + GetType() + " NoiseAlarmClock");
 
- 			}
 
- 		}
 
- 	}
 
- 	void ~AlarmClock_ColorBase()
 
- 	{
 
- 		#ifndef SERVER
 
- 		OnRingingStopClient();
 
- 		#endif
 
- 	}
 
- 	
 
- 	
 
- 	override void SetActions()
 
- 	{
 
- 		super.SetActions();
 
- 		
 
- 		AddAction(ActionSetAlarmClock);
 
- 		AddAction(ActionTurnOnAlarmClock);
 
- 		AddAction(ActionTurnOffAlarmClock);
 
- 	}
 
- 	override string GetToggleSound()
 
- 	{
 
- 		return TURN_TOGGLE_SOUND;
 
- 	}
 
- 	
 
- 	override string GetRingingSound()
 
- 	{
 
- 		return RINGING_SOUND;
 
- 	}
 
- 	
 
- 	override string GetDestroyedSound()
 
- 	{
 
- 		return DESTROYED_SOUND;
 
- 	}
 
- 	
 
- 	override string GetHitSound()
 
- 	{
 
- 		return HIT_SOUND;
 
- 	}
 
- 	override string GetExplosiveTriggerSlotName()
 
- 	{
 
- 		return "TriggerAlarmClock";
 
- 	}
 
- 	
 
- 	override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
 
- 	{
 
- 		outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.ACTIVATE_ENTITY, "SetAlarmAhead1Min", FadeColors.LIGHT_GREY));
 
- 		outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, "___________________________", FadeColors.LIGHT_GREY));
 
- 		
 
- 		super.GetDebugActions(outputList);
 
- 	}
 
- 	
 
- 	override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
 
- 	{
 
- 		if (super.OnAction(action_id, player, ctx))
 
- 			return true;
 
- 		if (GetGame().IsServer() || !GetGame().IsMultiplayer())
 
- 		{
 
- 			if (action_id == EActions.ACTIVATE_ENTITY)
 
- 			{
 
- 				SetAlarmInXMins(1);
 
- 			}
 
- 			
 
- 		}
 
- 		return false;
 
- 	}
 
- 	override string GetDebugText()
 
- 	{
 
- 		string debug_output;
 
- 		
 
- 		if( GetGame().IsDedicatedServer())
 
- 		{
 
- 			debug_output = "alarm in: " + GetAlarmInMin().ToString() + " mins" + "\n";
 
- 			debug_output +=  "current state: " +  typename.EnumToString(EAlarmClockState, m_State) + "\n";;
 
- 			debug_output +=  "ringing for " + m_RingingDuration.ToString()+ " secs" + "\n";
 
- 			debug_output +=  "ringing max " + GetRingingDurationMax().ToString()+ " secs" + "\n";
 
- 		}
 
- 		else
 
- 		{
 
- 			debug_output = "this is client";
 
- 		}
 
- 		return debug_output;
 
- 	}
 
- 	
 
- 	void OnUpdate()
 
- 	{
 
- 		if ( IsAlarmOn() )
 
- 		{
 
- 			//due to variable server time flow(day-night time accel), it's not possible to simply set a timer for X secs without some convoluted math/code, so we need to check at regular intervals
 
- 			int alarm_hand_in_minutes = ConvertAlarmHand01ToMins12h(m_AlarmTime01);
 
- 		
 
- 			int pass, hour, minute;
 
- 			GetGame().GetWorld().GetDate(pass, pass, pass, hour, minute);
 
- 			
 
- 			int curr_time_in_minutes = ConvertTimeToMins12h(hour, minute);
 
- 			
 
- 			//Print(GetAlarmInMin());
 
- 			
 
- 			if ( alarm_hand_in_minutes == curr_time_in_minutes )
 
- 			{
 
- 				MakeRingingStart();
 
- 			}
 
- 		}
 
- 		
 
- 		if ( IsRinging())
 
- 		{
 
- 			m_RingingDuration += UPDATE_TICK_RATE;
 
- 			
 
- 			if (m_RingingDuration >= GetRingingDurationMax())
 
- 			{
 
- 				TurnOff();
 
- 			}
 
- 			else if ( m_NoiseSystem )
 
- 			{
 
- 				m_NoiseSystem.AddNoiseTarget( GetPosition(), UPDATE_TICK_RATE, m_NoisePar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
 
- 			}
 
- 		}
 
- 	}
 
- 	protected void AnimateAlarmHand(float value)
 
- 	{
 
- 		SetAnimationPhaseNow("ClockAlarm", value);
 
- 	}
 
- 	
 
- 	override bool OnStoreLoad( ParamsReadContext ctx, int version )
 
- 	{
 
- 		if (!super.OnStoreLoad(ctx, version))
 
- 			return false;
 
- 		
 
- 		if (version < 126)
 
- 		{
 
- 			return true;
 
- 		}
 
- 		EAlarmClockState state;		
 
- 		
 
- 		if ( !ctx.Read( state ) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		float time;
 
- 		
 
- 		if ( !ctx.Read( time ) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		SetAlarmTimeServer(time);
 
- 		SetState(state);
 
- 		if ( state == EAlarmClockState.SET )
 
- 		{
 
- 			TurnOn();
 
- 		}
 
- 		else if (state == EAlarmClockState.RINGING )
 
- 		{
 
- 			MakeRingingStart();
 
- 		}
 
- 		
 
- 		return true;
 
- 	}
 
- 	
 
- 	override void OnStoreSave(ParamsWriteContext ctx)
 
- 	{
 
- 		super.OnStoreSave(ctx);
 
- 		
 
- 		ctx.Write(m_State);
 
- 		ctx.Write(m_AlarmTime01);
 
- 	}
 
- 	
 
- 	override void OnDebugSpawn()
 
- 	{
 
- 		TurnOn();
 
- 		MakeRingingStart();
 
- 	}
 
- };
 
- 	
 
- class AlarmClock_Red : AlarmClock_ColorBase {};
 
- class AlarmClock_Blue : AlarmClock_ColorBase {};
 
- class AlarmClock_Green : AlarmClock_ColorBase {};
 
 
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