cacontinuousquantityliquidtransfer.c 3.9 KB

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  1. class CAContinuousQuantityLiquidTransfer : CAContinuousBase
  2. {
  3. protected int m_TendencyDrain; //1 == drain, 0 == pour, -1 == cancel!
  4. protected float m_ItemQuantity;
  5. protected float m_SpentQuantity;
  6. protected float m_SpentQuantity_total;
  7. protected float m_ItemMaxQuantity; //basically free capacity
  8. protected float m_TimeElpased;
  9. protected float m_QuantityUsedPerSecond;
  10. protected float m_AdjustedQuantityUsedPerSecond;
  11. protected float m_DefaultTimeStep;
  12. protected ref Param1<float> m_SpentUnits;
  13. void CAContinuousQuantityLiquidTransfer(float quantity_used_per_second, float time_to_progress, int drain = -1) //-1 used as a safeguard; if no valid value arrives, callback is canceled
  14. {
  15. m_QuantityUsedPerSecond = quantity_used_per_second;
  16. m_DefaultTimeStep = time_to_progress;
  17. m_TendencyDrain = drain;
  18. }
  19. override void Setup(ActionData action_data)
  20. {
  21. ItemBase target_item = ItemBase.Cast(action_data.m_Target.GetObject());
  22. m_TimeElpased = 0;
  23. m_SpentQuantity = 0;
  24. if (!m_SpentUnits)
  25. {
  26. m_SpentUnits = new Param1<float>(0);
  27. }
  28. else
  29. {
  30. m_SpentUnits.param1 = 0;
  31. }
  32. m_QuantityUsedPerSecond *= Math.Min(action_data.m_MainItem.GetLiquidThroughputCoef(),target_item.GetLiquidThroughputCoef());
  33. if (m_TendencyDrain == 1)
  34. {
  35. if (target_item.GetQuantity() > (action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity()))
  36. {
  37. m_ItemMaxQuantity = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
  38. }
  39. else
  40. {
  41. m_ItemMaxQuantity = target_item.GetQuantity();
  42. }
  43. m_ItemQuantity = m_ItemMaxQuantity;
  44. }
  45. else if (m_TendencyDrain == 0)
  46. {
  47. if (action_data.m_MainItem.GetQuantity() > (target_item.GetQuantityMax() - target_item.GetQuantity()))
  48. {
  49. m_ItemMaxQuantity = target_item.GetQuantityMax() - target_item.GetQuantity();
  50. }
  51. else
  52. {
  53. m_ItemMaxQuantity = action_data.m_MainItem.GetQuantity();
  54. }
  55. m_ItemQuantity = m_ItemMaxQuantity;
  56. }
  57. }
  58. override int Execute(ActionData action_data )
  59. {
  60. ItemBase target_item = ItemBase.Cast(action_data.m_Target.GetObject());
  61. if (!action_data.m_Player || m_TendencyDrain == -1 || !action_data.m_Target)
  62. {
  63. return UA_ERROR;
  64. }
  65. if (m_ItemQuantity <= 0)
  66. {
  67. return UA_FINISHED;
  68. }
  69. else
  70. {
  71. if (m_SpentQuantity_total < m_ItemQuantity)
  72. {
  73. m_AdjustedQuantityUsedPerSecond = m_QuantityUsedPerSecond;//removed softskills
  74. m_SpentQuantity += m_AdjustedQuantityUsedPerSecond * action_data.m_Player.GetDeltaT();
  75. m_TimeElpased += action_data.m_Player.GetDeltaT();
  76. if (m_TimeElpased >= m_DefaultTimeStep)
  77. {
  78. CalcAndSetQuantity(action_data);
  79. m_TimeElpased = 0;
  80. }
  81. return UA_PROCESSING;
  82. }
  83. else
  84. {
  85. CalcAndSetQuantity(action_data);
  86. OnCompletePogress(action_data);
  87. return UA_FINISHED;
  88. }
  89. }
  90. }
  91. override int Cancel(ActionData action_data)
  92. {
  93. if (!action_data.m_Player || m_TendencyDrain == -1 || !action_data.m_Target || !action_data.m_Target.GetObject())
  94. {
  95. return UA_ERROR;
  96. }
  97. CalcAndSetQuantity(action_data);
  98. return UA_CANCEL;
  99. }
  100. override float GetProgress()
  101. {
  102. if (m_TendencyDrain)
  103. {
  104. return m_SpentQuantity_total / m_ItemMaxQuantity;
  105. }
  106. else
  107. {
  108. return -(m_SpentQuantity_total / m_ItemMaxQuantity);
  109. }
  110. }
  111. //---------------------------------------------------------------------------
  112. void CalcAndSetQuantity(ActionData action_data)
  113. {
  114. ItemBase target_item = ItemBase.Cast(action_data.m_Target.GetObject());
  115. m_SpentQuantity_total += m_SpentQuantity;
  116. if (GetGame().IsServer())
  117. {
  118. if (m_SpentUnits)
  119. {
  120. m_SpentUnits.param1 = m_SpentQuantity;
  121. SetACData(m_SpentUnits);
  122. }
  123. //could move following stuff to action itself, if needed
  124. if (m_TendencyDrain)
  125. {
  126. Liquid.Transfer(target_item, action_data.m_MainItem, m_SpentQuantity);
  127. }
  128. else
  129. {
  130. Liquid.Transfer(action_data.m_MainItem, target_item, m_SpentQuantity);
  131. }
  132. }
  133. m_SpentQuantity = 0;
  134. }
  135. }