cacontinuousfill.c 2.9 KB

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  1. class CAContinuousFill : CAContinuousBase
  2. {
  3. protected float m_TargetUnits;
  4. protected float m_SpentQuantity;
  5. protected float m_SpentQuantity_total;
  6. protected float m_ItemQuantity;
  7. protected float m_AdjustedQuantityFilledPerSecond;
  8. protected float m_QuantityFilledPerSecond;
  9. protected ref Param1<float> m_SpentUnits;
  10. protected float m_TimeElpased;
  11. protected float m_DefaultTimeStep = 0.25;
  12. protected int m_liquid_type;
  13. void CAContinuousFill( float quantity_filled_per_second , int liquid_type )
  14. {
  15. m_QuantityFilledPerSecond = quantity_filled_per_second;
  16. m_liquid_type = liquid_type;
  17. }
  18. override void Setup( ActionData action_data )
  19. {
  20. m_TimeElpased = 0;
  21. if ( !m_SpentUnits )
  22. {
  23. m_SpentUnits = new Param1<float>(0);
  24. }
  25. else
  26. {
  27. m_SpentUnits.param1 = 0;
  28. }
  29. float throughputCoef = action_data.m_MainItem.GetLiquidThroughputCoef();
  30. EntityAI entity;
  31. if (action_data.m_Target && action_data.m_Target.GetObject() && Class.CastTo(entity,action_data.m_Target.GetObject()))
  32. {
  33. throughputCoef = Math.Min(throughputCoef,entity.GetLiquidThroughputCoef());
  34. }
  35. m_QuantityFilledPerSecond *= throughputCoef;
  36. m_ItemQuantity = action_data.m_MainItem.GetQuantity();
  37. m_TargetUnits = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
  38. m_AdjustedQuantityFilledPerSecond = m_QuantityFilledPerSecond;//removed softskills
  39. }
  40. override int Execute( ActionData action_data )
  41. {
  42. if ( !action_data.m_Player )
  43. {
  44. return UA_ERROR;
  45. }
  46. if ( action_data.m_MainItem.GetQuantity() >= action_data.m_MainItem.GetQuantityMax() )
  47. {
  48. return UA_FINISHED;
  49. }
  50. else
  51. {
  52. if ( m_SpentQuantity_total < m_TargetUnits )
  53. {
  54. m_SpentQuantity += m_AdjustedQuantityFilledPerSecond * action_data.m_Player.GetDeltaT();
  55. m_TimeElpased += action_data.m_Player.GetDeltaT();
  56. if ( m_TimeElpased >= m_DefaultTimeStep )
  57. {
  58. CalcAndSetQuantity( action_data );
  59. m_TimeElpased = 0;
  60. //Setup(action_data); //reset data after repeat
  61. }
  62. return UA_PROCESSING;
  63. }
  64. else
  65. {
  66. CalcAndSetQuantity( action_data );
  67. OnCompletePogress(action_data);
  68. return UA_FINISHED;
  69. }
  70. }
  71. }
  72. override int Cancel( ActionData action_data )
  73. {
  74. if ( !action_data.m_Player || !action_data.m_MainItem )
  75. {
  76. return UA_ERROR;
  77. }
  78. CalcAndSetQuantity( action_data );
  79. return UA_CANCEL;
  80. }
  81. override float GetProgress()
  82. {
  83. return m_SpentQuantity_total/m_TargetUnits;
  84. }
  85. //---------------------------------------------------------------------------
  86. void CalcAndSetQuantity(ActionData action_data)
  87. {
  88. m_SpentQuantity_total += m_SpentQuantity;
  89. if (GetGame().IsServer())
  90. {
  91. if (m_SpentUnits)
  92. {
  93. m_SpentUnits.param1 = m_SpentQuantity;
  94. SetACData(m_SpentUnits);
  95. }
  96. Liquid.FillContainerEnviro(action_data.m_MainItem, m_liquid_type, m_SpentQuantity);
  97. }
  98. m_SpentQuantity = 0;
  99. }
  100. }