File size: 5,881 Bytes
24b81cb |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 |
enum eFertlityState
{
NONE = 0,
FERTILIZED = 1
//This will be used to set bit values (DO NOT ADD MORE VALUES)
}
enum eWateredState
{
DRY = 0,
WET = 1
//Used to improve readability of watered state changes
}
class Slot
{
static const int STATE_DIGGED = 1;
static const int STATE_PLANTED = 2;
private int m_WaterQuantity;
static private int m_WaterNeeded = 190; // How much water is needed to water a plant from a bottle. Value is in mililitres
static private int m_WaterMax = 200;
float m_Fertility;
float m_FertilizerUsage;
float m_FertilizerQuantity;
int m_slotIndex;
int m_slotId;
string m_FertilizerType;
int m_FertilityState = eFertlityState.NONE;
int m_WateredState = eWateredState.DRY;
string m_DiggedSlotComponent; // example: "Component02" for the 1st slot in GardenBase
string m_PlantType;
private ItemBase m_Seed;
private GardenBase m_Garden;
float m_HarvestingEfficiency;
int m_State;
private PlantBase m_Plant;
void Slot( float base_fertility )
{
m_Seed = NULL;
m_Plant = NULL;
m_WaterQuantity = 0.0;
Init( base_fertility );
}
void ~Slot()
{
if (m_Plant && GetGame()) // GetGame() returns NULL when the game is being quit!
{
GetGame().ObjectDelete( GetPlant() );
}
}
int GetSlotIndex()
{
return m_slotIndex;
}
void SetSlotIndex(int index)
{
m_slotIndex = index;
}
int GetSlotId()
{
return m_slotId;
}
void SetSlotId(int id)
{
m_slotId = id;
}
void SetGarden(GardenBase garden)
{
m_Garden = garden;
}
GardenBase GetGarden()
{
return m_Garden;
}
void SetSeed(ItemBase seed)
{
m_Seed = seed;
}
PlantBase GetPlant()
{
return m_Plant;
}
void SetPlant(PlantBase plant)
{
m_Plant = plant;
if (plant)
{
plant.SetSlot(this);
}
}
//Used to force water level an go around sync issues
void SetWater( int val )
{
val = Math.Clamp( val, 0, m_WaterMax );
m_WaterQuantity = val;
}
ItemBase GetSeed()
{
return m_Seed;
}
bool HasSeed()
{
if (m_Seed)
return true;
return false;
}
void GiveWater( float consumed_quantity )
{
bool needed_water = NeedsWater();
m_WaterQuantity += consumed_quantity;
if (m_WaterQuantity >= GetWaterMax())
m_WaterQuantity = GetWaterMax();
if (m_WaterQuantity < 0)
m_WaterQuantity = 0;
if ( !NeedsWater() )
{
if ( !GetPlant() )
{
if ( GetSeed() )
{
GetGarden().CreatePlant(this);
}
// if there is no seed then do not create plant. Plant will be created when the seed is inserted into watered slot.
}
}
if ( needed_water != NeedsWater() )
{
SetWateredState( eWateredState.WET );
GetGarden().UpdateSlotTexture( GetSlotIndex() );
if ( m_Garden.GetSlotWateredState() != m_Garden.GetMaxWaterStateVal() )
m_Garden.SlotWaterStateUpdate( this );
}
}
bool NeedsWater()
{
if ( m_WaterQuantity < GetWaterUsage() )
{
return true;
}
else
{
return false;
}
}
bool CanBeWatered()
{
if ( m_WaterQuantity < GetWaterMax() )
{
return true;
}
else
{
return false;
}
}
float GetWater()
{
return m_WaterQuantity;
}
float GetFertility()
{
return m_Fertility;
}
float GetFertilityMax()
{
return m_FertilizerUsage;
}
void SetFertility(float fertility)
{
m_Fertility = fertility;
}
float GetFertilizerQuantity()
{
return m_FertilizerQuantity;
}
float GetFertilizerQuantityMax()
{
return m_FertilizerUsage;
}
void SetFertilizerQuantity(float fertility)
{
m_FertilizerQuantity = fertility;
}
string GetFertilityType()
{
return m_FertilizerType;
}
void SetFertilityType(string type)
{
m_FertilizerType = type;
}
int GetFertilityState()
{
return m_FertilityState;
}
void SetFertilityState( int newState )
{
m_FertilityState = newState;
}
int GetWateredState()
{
return m_WateredState;
}
void SetWateredState( int newState )
{
m_WateredState = newState;
if ( m_WateredState == eWateredState.WET )
SetWater( GetWaterMax() );
}
float GetWaterUsage()
{
return m_WaterNeeded;
}
float GetWaterMax()
{
return m_WaterMax;
}
int GetState()
{
return m_State;
}
void SetState(int new_state)
{
m_State = new_state;
}
bool IsDigged()
{
if (m_State == STATE_DIGGED)
{
return true;
}
return false;
}
bool IsPlanted()
{
if (m_State == STATE_PLANTED)
{
return true;
}
return false;
}
void Init( float base_fertility )
{
m_Fertility = base_fertility;
m_FertilizerUsage = 200;
m_FertilizerQuantity = 0.0;
m_FertilizerType = "";
m_FertilityState = eFertlityState.NONE;
m_WaterQuantity = 0;
m_WateredState = eWateredState.DRY;
m_HarvestingEfficiency = 1.0;
//m_DiggedSlotComponent = "";
m_State = STATE_DIGGED;
m_Plant = NULL;
}
void SetSlotComponent(string component)
{
m_DiggedSlotComponent = component;
}
string GetSlotComponent()
{
return m_DiggedSlotComponent;
}
bool OnStoreLoadCustom( ParamsReadContext ctx, int version )
{
if ( version < 102 )
{
ctx.Read( m_Fertility );
ctx.Read( m_FertilizerUsage );
ctx.Read( m_FertilizerQuantity );
if ( !ctx.Read( m_FertilizerType ) )
m_FertilizerType = "";
ctx.Read( m_HarvestingEfficiency );
ctx.Read( m_State );
}
if ( version >= 102 )
{
ctx.Read( m_Fertility );
ctx.Read( m_FertilizerUsage );
ctx.Read( m_FertilizerQuantity );
ctx.Read( m_HarvestingEfficiency );
ctx.Read( m_State );
if ( !ctx.Read( m_FertilizerType ) )
{
m_FertilizerType = "";
}
}
return true;
}
void OnStoreSaveCustom( ParamsWriteContext ctx )
{
ctx.Write( m_Fertility );
ctx.Write( m_FertilizerUsage );
ctx.Write( m_FertilizerQuantity );
ctx.Write( m_HarvestingEfficiency );
ctx.Write( m_State );
ctx.Write( m_FertilizerType );
}
} |