AlarmClock.c
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 ( g_Game.IsServer() )
{
m_NoiseSystem = g_Game.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.RED));
super.GetDebugActions(outputList);
}
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
{
if (super.OnAction(action_id, player, ctx))
return true;
if (g_Game.IsServer() || !g_Game.IsMultiplayer())
{
if (action_id == EActions.ACTIVATE_ENTITY)
{
SetAlarmInXMins(1);
}
}
return false;
}
override string GetDebugText()
{
string debug_output;
if( g_Game.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;
g_Game.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(g_Game.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 {};