DIFF

CAContinuousQuantity.c

class CAContinuousQuantity : CAContinuousBase
{
	protected float 				m_ItemQuantity;
	protected float 				m_SpentQuantity;
	protected float 				m_ItemMaxQuantity;
	protected float 				m_QuantityUsedPerSecond;
	protected float 				m_AdjustedQuantityUsedPerSecond;
	protected ref Param1<float>		m_SpentUnits;
	
	void CAContinuousQuantity( float quantity_used_per_second )
	{
		m_QuantityUsedPerSecond = quantity_used_per_second;
	}
	
	override void Setup( ActionData action_data )
	{
		m_SpentQuantity = 0;
		if ( !m_SpentUnits )
		{ 
			m_SpentUnits = new Param1<float>(0);
		}
		else
		{	
			m_SpentUnits.param1 = 0;
		}		
		m_ItemMaxQuantity = action_data.m_MainItem.GetQuantityMax();
		m_ItemQuantity = action_data.m_MainItem.GetQuantity();
	}
	
	
	override int Execute( ActionData action_data  )
	{
		if ( !action_data.m_Player )
		{
			return UA_ERROR;
		}
		
		if ( m_ItemQuantity <= 0 )
		{
			return UA_FINISHED;
		}
		else
		{
			if ( m_SpentQuantity < m_ItemQuantity )
			{
				m_AdjustedQuantityUsedPerSecond = m_QuantityUsedPerSecond;		
				m_SpentQuantity += m_AdjustedQuantityUsedPerSecond * action_data.m_Player.GetDeltaT();
				return UA_PROCESSING;
			}
			else
			{
				CalcAndSetQuantity( action_data );
				OnCompletePogress(action_data);
				return UA_FINISHED;
			}
		}
	}
	
	override int Cancel( ActionData action_data )
	{
		if ( !action_data.m_Player )
		{
			return UA_ERROR;
		}
		
		CalcAndSetQuantity( action_data );
		return UA_CANCEL;
	}	
	
	override float GetProgress()
	{
		//float progress = m_SpentQuantity/m_ItemQuantity;
		return m_SpentQuantity/m_ItemQuantity;
	}
	
	//---------------------------------------------------------------------------
	
	
	void CalcAndSetQuantity( ActionData action_data )
	{
		if ( g_Game.IsServer() )
		{
			if ( m_SpentUnits )
			{
				m_SpentUnits.param1 = m_SpentQuantity;
				SetACData(m_SpentUnits);
			}
			
			if (action_data.m_MainItem)
			{
				action_data.m_MainItem.AddQuantity(- m_SpentQuantity,false,false);
			}
		}
	}
};