CAContinuousFill.c
class CAContinuousFill : CAContinuousBase
{
protected float m_TargetUnits;
protected float m_SpentQuantity;
protected float m_SpentQuantity_total;
protected float m_ItemQuantity;
protected float m_AdjustedQuantityFilledPerSecond;
protected float m_QuantityFilledPerSecond;
protected ref Param1<float> m_SpentUnits;
protected float m_TimeElpased;
protected float m_DefaultTimeStep = 0.25;
protected int m_liquid_type;
void CAContinuousFill( float quantity_filled_per_second , int liquid_type )
{
m_QuantityFilledPerSecond = quantity_filled_per_second;
m_liquid_type = liquid_type;
}
override void Setup( ActionData action_data )
{
m_TimeElpased = 0;
if ( !m_SpentUnits )
{
m_SpentUnits = new Param1<float>(0);
}
else
{
m_SpentUnits.param1 = 0;
}
float throughputCoef = action_data.m_MainItem.GetLiquidThroughputCoef();
EntityAI entity;
if (action_data.m_Target && action_data.m_Target.GetObject() && Class.CastTo(entity,action_data.m_Target.GetObject()))
{
throughputCoef = Math.Min(throughputCoef,entity.GetLiquidThroughputCoef());
}
m_QuantityFilledPerSecond *= throughputCoef;
m_ItemQuantity = action_data.m_MainItem.GetQuantity();
m_TargetUnits = action_data.m_MainItem.GetQuantityMax() - action_data.m_MainItem.GetQuantity();
m_AdjustedQuantityFilledPerSecond = m_QuantityFilledPerSecond;//removed softskills
}
override int Execute( ActionData action_data )
{
if ( !action_data.m_Player )
{
return UA_ERROR;
}
if ( action_data.m_MainItem.GetQuantity() >= action_data.m_MainItem.GetQuantityMax() )
{
return UA_FINISHED;
}
else
{
if ( m_SpentQuantity_total < m_TargetUnits )
{
m_SpentQuantity += m_AdjustedQuantityFilledPerSecond * action_data.m_Player.GetDeltaT();
m_TimeElpased += action_data.m_Player.GetDeltaT();
if ( m_TimeElpased >= m_DefaultTimeStep )
{
CalcAndSetQuantity( action_data );
m_TimeElpased = 0;
//Setup(action_data); //reset data after repeat
}
return UA_PROCESSING;
}
else
{
CalcAndSetQuantity( action_data );
OnCompletePogress(action_data);
return UA_FINISHED;
}
}
}
override int Cancel( ActionData action_data )
{
if ( !action_data.m_Player || !action_data.m_MainItem )
{
return UA_ERROR;
}
CalcAndSetQuantity( action_data );
return UA_CANCEL;
}
override float GetProgress()
{
return m_SpentQuantity_total/m_TargetUnits;
}
//---------------------------------------------------------------------------
void CalcAndSetQuantity(ActionData action_data)
{
m_SpentQuantity_total += m_SpentQuantity;
if (g_Game.IsServer())
{
if (m_SpentUnits)
{
m_SpentUnits.param1 = m_SpentQuantity;
SetACData(m_SpentUnits);
}
Liquid.FillContainerEnviro(action_data.m_MainItem, m_liquid_type, m_SpentQuantity);
}
m_SpentQuantity = 0;
}
}