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ConveyorEntity-1.cs
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ConveyorEntity-1.cs
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#define PROFILE_CONVEYORSx
using UnityEngine;
using System.Collections;
//To consider; if conveyors carry bars 99% of the time, pre-instantiate those and use UVs, and instantiate a rarer, tertiary object
public class ConveyorEntity : MachineEntity, PowerConsumerInterface, ItemSupplierInterface, ItemConsumerInterface
{
public const float TIER1_SPEED = 1;
public const float TIER2_SPEED = 2;
public const float TIER3_SPEED = 4;
public const float TIER0_SPEED = 0.15f;
public const float FAST_SETTING_SPEED_FACTOR = 2;
public const float VERTICAL_SPEED_FACTOR = 1;//was 0.25f;
public static int PowerPerItem = 10;//theoretical max of 150/face, which is 750/min per face.
public const float CARRY_TIME = 1;
public const float VISUAL_CARRY_TIME = 1;
public const float MYNOCK_DEBOUCE_TIME = 600; // Avoid spawning mynocks on the same conveyor for 10 minutes after one is killed.
public string mText = null;
//private bool stringDirty;
public float mrMaxPower = 1500.0f;
public float mrCurrentPower = 0.0f;
float mrNormalisedPower;
public float mrPowerSpareCapacity;
public float mrLockTimer;//Do not increment visual or carry timer; rewind them to .5;set conveyor speed accordingly; (even consider slowing down the conveyor)
public float mrRobotLockTimer;//Used purely to say 'I have this'; decays to avoid reference count issues
bool mbLinkedToGO;
public bool mbCheckAdjacencyRotation;
public bool mbReadyToConvey;
public float mrCarryTimer;//0-1, updated at 3.3hz (this represents normalised time!)
public float mrVisualCarryTimer;//0-1, updated at 60hz
public float mrCarrySpeed = 1.0f;
public float mrBaseCarrySpeed = 1.0f;//before faffing with cold, etc
public float mrMynockCounter = 0.0f;
public float mrMynockDebounce = 0.0f;
public GameObject mCarriedObjectParent;//this is what we move, and what has the LOD calc on it until Martijn does more useful lodding code
public GameObject mCarriedObjectCube;//A child of above, has it's UVs set
public GameObject mCarriedObjectItem; //A child of the parent
public GameObject mConveyorObject;//optimise things by predicating off of this objects IsVisible
public GameObject mBeltObject;//can be hidden at a distance; containers the UVScroller component
GameObject SpecificDetail;//Used in special cases only
Animation mAnimation;
public ushort mCarriedCube; //Is this now 100% deprecated?
public ushort mCarriedValue; // ALSO CARRY VALUE FFS
public ItemBase mCarriedItem;
public int ExemplarItemID = -1;
public ushort ExemplarBlockID;
public ushort ExemplarBlockValue;
public bool mbInvertExemplar;
public Light mMotorLight;
System.Random mRand;
public Vector3 mItemForwards;//if our item was delivered from another conveyor, then
public bool mbMynockNeeded;//if we load off disk and our mynock timer drops below 5, we know we haven't got a saved mynock on there
public int mnItemsPerMinute;
public int mnItemsThisMinute;
float mrIPMCounter = 60;
bool mbInstancedBase;
int mnInstancedID = -1;
int mnInstancerType;
public void ClearConveyor()
{
mCarriedCube = eCubeTypes.NULL;
mCarriedItem = null;
//Reset other things as needed
mbReadyToConvey = true;
mrCarryTimer = 0.0f;
mbStopBelt = true;
mbConveyorBlocked = false;
MarkDirtyDelayed();
}
public uint mConveyedItems;
bool mbUnityCubeNeedsUpdate;
Vector3 mDetailForward = Vector3.forward;
public Vector3 mForwards;
public Vector3 mUp;//What we rotate around, if requested
public Vector3 mLeft;
public Vector3 mRight;
// public bool mbAttachedToConveyor;
// public bool mbAttachedToHopper;
public bool mbConveyorBlocked;
public bool mbStopBelt;//Is this 'stop animating the scroller'
public float mrBlockedTime;
public bool mbConveyorVisuallyBlocked;
public static GameObject IngotObject;
bool mbRotateModel = false;
Quaternion mTargetRotation = Quaternion.identity;
int mnRotationWithoutSuccess;
// public bool ForceRotationAroundY;
//This order MUST match the Value!
public enum eConveyorType
{
eConveyor,
eConveyorFilter,
eTransportPipe,
eTransportPipeFilter,
eConveyorStamper, //converts bars into plates
eConveyorExtruder, //converts bars into piles of wire, somehow
eConveyorCoiler, //converts piles of wire into spools of wire, somehow.
eConveyorBender, //converts tubes into bent tubes
eConveyorPipeExtrusion,//converts bars into tubes
eConveyorPCBAssembler,//converts pipes into bent pipes <-best comment ever
eConveyorTurntable,//automatically rotates after item entry; cannot rotate twice, only once, three and four times
eBasicConveyor,//cheap as chips, but really horribly slow
eAdvancedFilter,//allows exemplar
eConveyorSlopeUp,//Slopes move an item up and along a square. Act like normal conveyors in all other respects. Basically add our up to our drop off position
eConveyorSlopeDown,
eMotorisedConveyor,//This performs the storage hopper look up 3x faster
eBasicCorner_CW,
eBasicCorner_CCW,
eCorner_CW,
eCorner_CCW,
eNumConveyorTypes,
}
//conversion machines should rely almost entirely on unity animation, and simply offer up the necessary item onwards.
bool mbItemHasBeenConverted;
int mnNumRotations;
public bool mbRecommendPlayerUnfreeze;
public bool mbConveyorFrozen;//run at 1% speed, turn blue.
public bool mbConveyorToxic;//run at 0-10% speed, turn green
int mnPenaltyFactor;//0-100
bool mbConveyorNeedsColourChange;
public int mnCurrentPenaltyFactor = 0;
float mrSleepTimer;
//This can only be set if we are Value 1/3, which is a Filter
public eHopperRequestType meRequestType = eHopperRequestType.eAny;
// ************************************************************************************************************************************************
public void SwitchRequestType()
{
MarkDirtyDelayed();
meRequestType++;
if (meRequestType == eHopperRequestType.eNum) meRequestType = eHopperRequestType.eAny;
ExemplarItemID = -1;
ExemplarBlockValue = 0;
ExemplarBlockID = 0;
ExemplarString = PersistentSettings.GetString("Conv_NONE");
Debug.LogWarning("Conveyor using generic requests and wiping Exemplar!");
}
// ************************************************************************************************************************************************
public void SwitchRequestTypeRev()
{
MarkDirtyDelayed();
meRequestType--;
if ((int)meRequestType <= 0) meRequestType = (eHopperRequestType.eNum - 1);
ExemplarItemID = -1;
ExemplarBlockValue = 0;
ExemplarBlockID = 0;
ExemplarString = PersistentSettings.GetString("Conv_NONE");
Debug.LogWarning("Conveyor using generic requests and wiping Exemplar!");
}
public string ExemplarString = PersistentSettings.GetString("Conv_NONE");
// ************************************************************************************************************************************************
public void SetExemplar(ItemBase lExemplar)
{
FloatingCombatTextQueue lFQ = FloatingCombatTextManager.instance.QueueText(mnX,mnY+1,mnZ,1.0f,ItemManager.GetItemName(lExemplar),Color.green,1.5f);
if (lFQ != null) lFQ.mrStartRadiusRand = 0.25f;
ExemplarString = ItemManager.GetItemName(lExemplar);
if (lExemplar.mnItemID != -1)
{
ExemplarItemID = lExemplar.mnItemID;
if (ExemplarItemID == 0)
{
Debug.LogError("Error, Exemplar attempted to be set, but no ItemID? " + ItemManager.GetItemName(lExemplar));
meRequestType = eHopperRequestType.eNone; // Illegal request type, prevent anything being extracted.
}
else
{
// Set to Any so that we don't interfere now a valid examplar has been set.
meRequestType = eHopperRequestType.eAny;
}
ExemplarBlockValue = 0;
ExemplarBlockID = 0;
}
else
{
if (lExemplar.mType == ItemType.ItemCubeStack)
{
ExemplarBlockID = (lExemplar as ItemCubeStack).mCubeType;
ExemplarBlockValue = (lExemplar as ItemCubeStack).mCubeValue;
ExemplarItemID = -1;
// Set to Any so that we don't interfere now a valid examplar has been set.
meRequestType = eHopperRequestType.eAny;
}
else
{
//I dont fucking know
Debug.LogWarning("Error, unable to set exemplars for type " + ItemManager.GetItemName(lExemplar));
meRequestType = eHopperRequestType.eNone; // Illegal request type, prevent anything being extracted.
}
}
MarkDirtyDelayed();
Debug.LogWarning("Conveyor set to Exemplar " + ExemplarItemID +"/" + ExemplarBlockID + "/" + ExemplarBlockValue);
//+ ItemManager.GetItemName(lExemplar));
//lnItemID);
}
// ************************************************************************************************************************************************
public ConveyorEntity(Segment segment, long x, long y, long z, ushort cube, byte flags, ushort lValue, bool lbLoadedFromDisk) : base(eSegmentEntity.Conveyor, SpawnableObjectEnum.Conveyor, x, y, z, cube, flags, lValue, Vector3.zero, segment)
{
mRand = new System.Random();
mValue = lValue;
SetObjectType();
mbNeedsLowFrequencyUpdate = true;
mbNeedsUnityUpdate = true;
mCarriedCube = eCubeTypes.NULL;
mrCarryTimer = 0;
mbReadyToConvey = true;
mForwards = SegmentCustomRenderer.GetRotationQuaternion(flags) * Vector3.forward;
mForwards.Normalize();
mDetailForward = mForwards;
mItemForwards = mForwards;//Start with a Valid forwards
mUp = SegmentCustomRenderer.GetRotationQuaternion(flags) * Vector3.up;
mUp.Normalize();
mLeft = SegmentCustomRenderer.GetRotationQuaternion(flags) * Vector3.left;
mLeft.Normalize();
mRight = SegmentCustomRenderer.GetRotationQuaternion(flags) * Vector3.right;
mRight.Normalize();
mrMaxPower = 0;
base.DoThreadedRaycastVis = true;
base.MaxRayCastVis = 80;
base.RayCastOffset = mUp * 0.35f;//new Vector3(0,0.5f,0);//so above the conveyor, not world.up (Reduced so that we won't break 'above' within a single cube)
if (lValue == (ushort)eConveyorType.eConveyorFilter || lValue == (ushort)eConveyorType.eTransportPipeFilter)
{
meRequestType = eHopperRequestType.eNone;//Default to nothing, so player can make the rest of the network
}
if (lValue == (ushort)eConveyorType.eAdvancedFilter)
{
meRequestType = eHopperRequestType.eNone;//Default to nothing, so player can make the rest of the network; BlockId or non-zero Exemplar will allow progress
}
/*
//T1 conveyors cannot stick to walls and ceilings; their Y must be zero!
if (lValue == (ushort)eConveyorType.eConveyor || lValue == (ushort)eConveyorType.eConveyorFilter)
{
if (mForwards.y != 0.0f)
{
WorldScript.instance.Dig(segment,(int)(x % 16),(int)(y % 16),(int)(z % 16));
//and re-drop ourselves!
Vector3 lUnityPos = WorldScript.instance.mPlayerFrustrum.GetCoordsToUnity(x, y, z);
CollectableManager.instance.QueueCollectableSpawn(
lUnityPos,cube,lValue,mForwards,0.1f);//re-drop, but slowly
}
}
*/
//u wot m8
//if (PersistentSettings.settingsIni.GetBoolean("FastConveyors",false))
if (lValue == (ushort)eConveyorType.eMotorisedConveyor)
{
mrMaxPower = 125;//about 25 items
}
mnY = y;//just so I am sure
CalcPenaltyFactor();
//if we are looking at a conveyor, and the conveyor is looking at us, then rotate ourselves to face the same way as that conveyor
// Debug.Log("Conveyor looking along dir " + dir.ToString() + " using flags" + flags);
if (lValue == (ushort)eConveyorType.eBasicConveyor ||
lValue == (ushort)eConveyorType.eConveyor ||
lValue == (ushort)eConveyorType.eConveyorTurntable ||
lValue == (ushort)eConveyorType.eTransportPipe)
{
//Ones from disk seem to break randomly. Not going to invDebug.LogWarning ("Falling at " + mVelocity.y + "/" + (WorldScript.instance.mWorldData.mrMaxFallingSpeed * Time.deltaTime).ToString ());estigate, by the time we loaded from disk, we can assume the player achieved what they wanted
if (WorldScript.mbIsServer && !lbLoadedFromDisk)
{
if (!CheckAdjacentConveyor())
{
mbCheckAdjacencyRotation = true;
}
}
}
CalcCarrySpeed();
mnInstancedID = -1;//Ensure that we don't have one, and, more importantly, don't try and give one BACK!
if (lValue == (ushort)eConveyorType.eBasicConveyor || lValue == (ushort)eConveyorType.eConveyor)
{
mbInstancedBase = true;
mnInstancerType = (int)InstanceManager.eSimpleInstancerType.eT1ConveyorBase;
}
base.MaxNetworkSendDist = 8;//temp - probably more like 64 - base on rate?
if (lValue == (ushort)eConveyorType.eAdvancedFilter || lValue == (ushort)eConveyorType.eConveyorFilter || lValue == (ushort)eConveyorType.eTransportPipeFilter)
{
base.MaxNetworkSendDist = 128;
}
if (IsCrafter())
{
base.MaxNetworkSendDist = 128;
}
}
void CalcPenaltyFactor()
{
mnPenaltyFactor = 0;
mbRecommendPlayerUnfreeze = false;
if (mValue == (ushort)eConveyorType.eConveyor || mValue == (ushort)eConveyorType.eBasicConveyor ||
mValue == (ushort)eConveyorType.eConveyorSlopeUp || mValue == (ushort)eConveyorType.eConveyorSlopeDown ||
mValue == (ushort)eConveyorType.eCorner_CW || mValue == (ushort)eConveyorType.eBasicCorner_CW ||
mValue == (ushort)eConveyorType.eCorner_CCW || mValue == (ushort)eConveyorType.eBasicCorner_CCW)
{
if (mnY-WorldScript.mDefaultOffset < BiomeLayer.CavernColdCeiling && mnY-WorldScript.mDefaultOffset > BiomeLayer.CavernColdFloor)
{
bool lbDoCold = true;
if (mRoomController != null)
{
if (mRoomController.mrHeatModulation >= 1.0f)
{
//hurray
lbDoCold = false;
}
}
//We are a T1 conveyor in an invalid location, punish the player (and encourage MM and T2s)
mbConveyorFrozen = true;
mbHoloDirty = true;
mnPenaltyFactor = (int)(BiomeLayer.CavernColdCeiling - (mnY-WorldScript.mDefaultOffset));
mnPenaltyFactor *= 100;
if (mnPenaltyFactor > 10000) mnPenaltyFactor = 10000;
mnCurrentPenaltyFactor = 0;
}
if (mnY-WorldScript.mDefaultOffset < BiomeLayer.CavernToxicCeiling && mnY-WorldScript.mDefaultOffset > BiomeLayer.CavernToxicFloor)
{
bool lbDoToxic = true;
if (mRoomController != null)
{
if (mRoomController.mrToxicRating >= 1.0f)
{
//hurray
lbDoToxic = false;
}
}
if (lbDoToxic)
{
//We are a T1 conveyor in an invalid location, punish the player (and encourage MM and T2s)
mbConveyorToxic = true;
mnCurrentPenaltyFactor = mRand.Next(2000, 5000);
//Random.Range(2000,5000);
mnPenaltyFactor = mnCurrentPenaltyFactor - 1;//will force an update during, er, update
//mrCarrySpeed /= (float)Random.Range(2,50);
}
}
}
else
{
mnCurrentPenaltyFactor = 0;
}
}
void CalcCarrySpeed()
{
mrCarrySpeed = TIER1_SPEED;
//T2 moves quickly
if (mValue == (ushort)eConveyorType.eTransportPipe || mValue == (ushort)eConveyorType.eTransportPipeFilter)
{
mrCarrySpeed = TIER2_SPEED;
}
//T0 does not
if (mValue == (ushort)eConveyorType.eBasicConveyor )
{
mrCarrySpeed = TIER0_SPEED;
}
if (mValue == (ushort)eConveyorType.eBasicCorner_CW) mrCarrySpeed = TIER0_SPEED;
if (mValue == (ushort)eConveyorType.eBasicCorner_CCW) mrCarrySpeed = TIER0_SPEED;
if (mValue == (ushort)eConveyorType.eCorner_CW) mrCarrySpeed = TIER1_SPEED;
if (mValue == (ushort)eConveyorType.eCorner_CCW) mrCarrySpeed = TIER1_SPEED;
//Because I can't be bothered to deal with the compaints...
if (mValue == (ushort)eConveyorType.eAdvancedFilter)
{
mrCarrySpeed = TIER2_SPEED;
}
if (mValue == (ushort)eConveyorType.eMotorisedConveyor)
{
mrCarrySpeed = TIER3_SPEED;
}
if (DifficultySettings.mbFastConveyors)//Should this affect assembly line machines?
{
mrCarrySpeed *= FAST_SETTING_SPEED_FACTOR;
}
if (DifficultySettings.mbRushMode)
{
mrCarrySpeed *= 2.0f;//I wonder what this is going to do...
}
//If conevyor is going UP, reduce speed massively
if (mForwards.y > 0.0f)
{
//All tiers, initially, until I tested it.
mrCarrySpeed *= VERTICAL_SPEED_FACTOR;
//Debug.LogWarning(lValue.ToString() + "Conveyor heading at Y of " + mForwards.y + ": reducing Carry speed to " + mrCarrySpeed);
}
//Assembly line machines aren't affected
if (DifficultySettings.mbRoboMania)
{
mrCarrySpeed /= 16.0f;
}
float lrAssemblySpeed = TIER0_SPEED;
if (DifficultySettings.mbCasualResource) lrAssemblySpeed *= 3.0f;
//3.06 - Assembly lines made slower.
if (mValue == (ushort)eConveyorType.eConveyorStamper) mrCarrySpeed = lrAssemblySpeed;
if (mValue == (ushort)eConveyorType.eConveyorPCBAssembler) mrCarrySpeed = lrAssemblySpeed;
if (mValue == (ushort)eConveyorType.eConveyorCoiler) mrCarrySpeed = lrAssemblySpeed;
if (mValue == (ushort)eConveyorType.eConveyorExtruder) mrCarrySpeed = lrAssemblySpeed;
if (mValue == (ushort)eConveyorType.eConveyorPipeExtrusion) mrCarrySpeed = lrAssemblySpeed;
mrBaseCarrySpeed = mrCarrySpeed;
}
void SetObjectType()
{
if (mValue == (ushort)eConveyorType.eConveyor) mObjectType = SpawnableObjectEnum.Conveyor;
if (mValue == (ushort)eConveyorType.eConveyorFilter) mObjectType = SpawnableObjectEnum.Conveyor_Filter_Single;
if (mValue == (ushort)eConveyorType.eTransportPipe) mObjectType = SpawnableObjectEnum.TransportPipe;
if (mValue == (ushort)eConveyorType.eTransportPipeFilter) mObjectType = SpawnableObjectEnum.TransportPipe_Filter_Single;
//FC2 force away from SH
if (mValue == (ushort)eConveyorType.eConveyorStamper) mObjectType = SpawnableObjectEnum.Stamper_T1;
if (mValue == (ushort)eConveyorType.eConveyorBender) mObjectType = SpawnableObjectEnum.AirInductor;//on purpose error
if (mValue == (ushort)eConveyorType.eConveyorCoiler) mObjectType = SpawnableObjectEnum.Coiler_T1;
if (mValue == (ushort)eConveyorType.eConveyorExtruder) mObjectType = SpawnableObjectEnum.Extruder_T1;
if (mValue == (ushort)eConveyorType.eConveyorPipeExtrusion) mObjectType = SpawnableObjectEnum.PipeExtruder_T1;
if (mValue == (ushort)eConveyorType.eConveyorPCBAssembler) mObjectType = SpawnableObjectEnum.PCBAssembler_T1;
if (mValue == (ushort)eConveyorType.eConveyorTurntable) mObjectType = SpawnableObjectEnum.Turntable_T1;
if (mValue == (ushort)eConveyorType.eBasicConveyor) mObjectType = SpawnableObjectEnum.BasicConveyor;
if (mValue == (ushort)eConveyorType.eAdvancedFilter) mObjectType = SpawnableObjectEnum.Conveyor_Filter_Advanced;//FC2 force away from SH
if (mValue == (ushort)eConveyorType.eConveyorSlopeUp) mObjectType = SpawnableObjectEnum.Conveyor_SlopeUp;
if (mValue == (ushort)eConveyorType.eConveyorSlopeDown) mObjectType = SpawnableObjectEnum.Conveyor_SlopeDown;
if (mValue == (ushort)eConveyorType.eMotorisedConveyor) mObjectType = SpawnableObjectEnum.Conveyor_Motorised;//FC2 force away from SH
if (mValue == (ushort)eConveyorType.eBasicCorner_CW) mObjectType = SpawnableObjectEnum.Basic_Conveyor_Corner_CW;
if (mValue == (ushort)eConveyorType.eBasicCorner_CCW) mObjectType = SpawnableObjectEnum.Basic_Conveyor_Corner_CCW;
if (mValue == (ushort)eConveyorType.eCorner_CW) mObjectType = SpawnableObjectEnum.Conveyor_Corner_CW;
if (mValue == (ushort)eConveyorType.eCorner_CCW) mObjectType = SpawnableObjectEnum.Conveyor_Corner_CCW;
}
// ************************************************************************************************************************************************
public override void SpawnGameObject()
{
// object based on value for tiers
SetObjectType();
base.SpawnGameObject();
}
// ************************************************************************************************************************************************
public override void DropGameObject ()
{
base.DropGameObject ();
mbLinkedToGO = false;
mbCheckedScroller = false;
mPGScroller = null;
mInstancedScroller = null;
if (mnInstancedID != -1)
{
InstanceManager.instance.maSimpleInstancers[mnInstancerType].Remove(mnInstancedID);
mnInstancedID = -1;
}
}
// ************************************************************************************************************************************************
int mnLFUpdates;
float mrReadoutTick;
// ************************************************************************************************************************************************
InventoryExtractionOptions mCachedHopperOptions = new InventoryExtractionOptions();
InventoryExtractionResults mCachedHopperResults = new InventoryExtractionResults();
void LookForHopper()
{
long checkX = this.mnX;
long checkY = this.mnY;
long checkZ = this.mnZ;
int lnXMod = 0;
int lnYMod = 0;
int lnZMod = 0;
if (mnLFUpdates % 6 == 0) lnXMod--;
if (mnLFUpdates % 6 == 1) lnXMod++;
if (mnLFUpdates % 6 == 2) lnYMod--;
if (mnLFUpdates % 6 == 3) lnYMod++;
if (mnLFUpdates % 6 == 4) lnZMod--;
if (mnLFUpdates % 6 == 5) lnZMod++;
//Never attempt to take items FROM the forwards tho (else we will take stuff out of the hopper we're putting things into)
if (lnXMod == (int)mForwards.x &&
lnYMod == (int)mForwards.y &&
lnZMod == (int)mForwards.z)
{
return;
}
if (mValue == (int)eConveyorType.eMotorisedConveyor)
{
lnXMod = -(int)mForwards.x;
lnYMod = -(int)mForwards.y;
lnZMod = -(int)mForwards.z;
}
checkX += lnXMod;
checkY += lnYMod;
checkZ += lnZMod;
Segment checkSegment = AttemptGetSegment(checkX, checkY, checkZ);
if (checkSegment == null)
return;
var hopperEntity = checkSegment.SearchEntity(checkX, checkY, checkZ) as StorageMachineInterface;
if (hopperEntity != null)
{
// Check the permissions on this inventory.
eHopperPermissions permissions = hopperEntity.GetPermissions();
if (permissions == eHopperPermissions.Locked)
return;
// Check logistics are currently allowed
if (false == hopperEntity.InventoryExtractionPermitted)
return;
mCachedHopperOptions.SourceEntity = this;
mCachedHopperOptions.RequestType = meRequestType;
mCachedHopperOptions.ExemplarItemID = ExemplarItemID;
mCachedHopperOptions.ExemplarBlockID = ExemplarBlockID;
mCachedHopperOptions.ExemplarBlockValue = ExemplarBlockValue;
mCachedHopperOptions.InvertExemplar = mbInvertExemplar;
mCachedHopperOptions.MinimumAmount = 1;
mCachedHopperOptions.MaximumAmount = 1;
if (hopperEntity.TryExtract(mCachedHopperOptions, ref mCachedHopperResults))
{
if (mCachedHopperResults.Item != null)
{
AddItem(mCachedHopperResults.Item);
}
else
{
AddCube(mCachedHopperResults.Cube, mCachedHopperResults.Value, 1.0f);
}
mCachedHopperResults.Item = null;
base.ImportantNetworkUpdate = true;//this will override the distance check when the next transmission goes live
RequestImmediateNetworkUpdate(); //we collected something from a storage hopper, sync across network
}
}
}
// ************************************************************************************************************************************************
public bool IsCarryingCargo()
{
#if FC_2
if (mCarriedCube != eCubeTypes.OreCoal)
if (mCarriedCube != eCubeTypes.NULL) Debug.LogError("We *ARE* still using CarriedCubes! " + TerrainData.GetNameForValue(mCarriedCube, mCarriedValue));
#endif
if (mCarriedCube != eCubeTypes.NULL) return true;
if(mCarriedItem != null) return true;
return false;
}
// ************************************************************************************************************************************************
void OffloadCargo(long checkX, long checkY, long checkZ)
{
if (mCarriedCube == eCubeTypes.NULL && mCarriedItem == null)
{
if (WorldScript.mbIsServer)
{
Debug.LogError("Error, attempted to offload cargo, but both cube and carried item were null!?");
FinaliseOffloadingCargo();
}
return;
}
if (WorldScript.mbIsServer == false)
{
if (IsConveyor() == false)
{
return;//assembly line machines DO NOT handoff on the client, only the server. This should avoid the (slightly confusing) copper bar into stamper, tin plate out...
}
}
// If this is an upslope conveyor check forwards and upwards one space.
if (mObjectType == SpawnableObjectEnum.Conveyor_SlopeUp)
{
checkX += (int)mUp.x;
checkY += (int)mUp.y;
checkZ += (int)mUp.z;
}
//if (mObjectType == SpawnableObjectEnum.Conveyor_SlopeDown)
//Do nothing - the output from this is straight
// Debug.Log("CheckX:" + checkX + ".ThisX:" + this.mnX);
// Debug.Log("CheckY:" + checkY + ".ThisY:" + this.mnY);
// Debug.Log("CheckZ:" + checkZ + ".ThisZ:" + this.mnZ);
// Debug.Log(mForwards);
Segment checkSegment = AttemptGetSegment(checkX, checkY, checkZ);
if (checkSegment == null)
return;
ushort lCube = checkSegment.GetCube(checkX, checkY, checkZ);
// special case - Logistics Grommet
if (lCube == eCubeTypes.LogisticsGrommet)
{
//If there is another PSB the OTHER side of this, hook that up
long lDiffX = (mnX - checkX) * 2;
long lDiffY = (mnY - checkY) * 2;
long lDiffZ = (mnZ - checkZ) * 2;
//todo, ensure no teleporting down stripes.
OffloadCargo(mnX - lDiffX, mnY - lDiffY, mnZ - lDiffZ);
return;
}
// This flag will be set if we've decided to look for a download conveyor which should be in front and down one space.
bool lbOnlyAllowDownSlope = false;
if (lCube == eCubeTypes.Air)//this ensures we don't do the re-check when there's something like a hopper here. It also means no clipping through stuff!
{
//checkY--;
//Assume Downward convyor matches original's orientation for those who like building pretty conveyor systems
checkX -= (int)mUp.x;
checkY -= (int)mUp.y;
checkZ -= (int)mUp.z;
checkSegment = AttemptGetSegment(checkX, checkY, checkZ);
if (checkSegment == null)
return;
lCube = checkSegment.GetCube(checkX, checkY, checkZ);
lbOnlyAllowDownSlope = true;
}
bool successfullyOffloaded = false;
// First consider conveyors separately.
if (lCube == eCubeTypes.Conveyor)
{
// mbAttachedToConveyor = true;
// mbAttachedToHopper = false;
//this is quite a slow call. Given that we are, you know, a conveyor, and only have 1 check location, I wonder if this can be smarted up? Offload Cargo can take 100ms on huge worlds
//We could cache the type and then only call this if it changes. Also need to check if the old one was deleted
ConveyorEntity lConv = checkSegment.FetchEntity(eSegmentEntity.Conveyor,checkX,checkY,checkZ) as ConveyorEntity;
// If this is a conveyor, and either we are happy for any type of conveyor, or it's a downslope
if (lConv != null && (!lbOnlyAllowDownSlope || lConv.mObjectType == SpawnableObjectEnum.Conveyor_SlopeDown))
{
float lrDot = Vector3.Dot(mForwards,lConv.mForwards);
// Debug.Log("Conveyors have a dot of " + lrDot);
bool validConveyor = true;
if (lrDot <-0.9f)//I am not going to risk checking <1.0f
{
//This means we are pointing AT the conveyor - and it's pointing at us!
validConveyor = false;
}
if (lConv.mObjectType == SpawnableObjectEnum.Conveyor_SlopeUp || lConv.mObjectType == SpawnableObjectEnum.Conveyor_SlopeDown)
{
if (lrDot < 0.9f)
{
//Debug.LogWarning("Can't drop off to target slope that's not in the same direction");
validConveyor = false;
}
}
//Conveyor handing to another conveyor
//If these are assembly line machines, they shouldn't skip nor allow sideways stuff, really...
if (validConveyor && lConv.mbReadyToConvey && lConv.mrLockTimer == 0.0f)//should this be collapsed into one ready check?
{
//hurrah
if (mCarriedCube != eCubeTypes.NULL)
{
ARTHERPetSurvival.instance.GotOre(mCarriedCube);
//todo, if this is a conveyor at 90 degrees along the Y, drop in with a 50% offset
float lrOffset = 0.5f;
if (lConv.mForwards == mForwards) lrOffset = 1.0f;
//We should now pass on any 'over' simulation. T2 pipes on Fast update at 0.8/tick, so that means we're quite likely at a carrytimer of <-0.6 !
lrOffset += mrCarryTimer;
lConv.AddCube(mCarriedCube, mCarriedValue, lrOffset);
}
else
{
//attempt to add Item
//Debug.Log("Conveyor has no Item to convey?");
float lrOffset = 0.5f;
if (lConv.mForwards == mForwards) lrOffset = 1.0f;
//We should now pass on any 'over' simulation. T2 pipes on Fast update at 0.8/tick, so that means we're quite likely at a carrytimer of <-0.6 !
lrOffset += mrCarryTimer;
lConv.AddItem(mCarriedItem, lrOffset);
}
lConv.mItemForwards = mItemForwards;
mCarriedCube = eCubeTypes.NULL;
mCarriedValue = 0;
mCarriedItem = null;
mbStopBelt = true;
mbConveyorBlocked = false;
FinaliseOffloadingCargo();
successfullyOffloaded = true;
}
}
}
else
{
// If we haven't offloaded to another conveyor then attempt to offload to another entity type now.
if (!lbOnlyAllowDownSlope)
{
#if UNITY_EDITOR
if (!CubeHelper.IsMachine(lCube))
{
//If we point the conveyor at, say, a rock, this will entirely break, but only in-editor. Else we assume that it is a Mod.
//Debug.LogError("Correct assumption! Do not call this for non-machines");
}
else
{
#endif
// Determine type of entity at this location.
eSegmentEntity entityType = EntityManager.GetEntityTypeFromBlock(lCube);
// Try to get the entity, it must implement the ItemConsumerInterface
ItemConsumerInterface targetEntity = checkSegment.FetchEntity(entityType, checkX, checkY, checkZ) as ItemConsumerInterface;
// We found a consumer entity
if (targetEntity != null)
{
// Try to deliver the item or cube.
if (targetEntity.TryDeliverItem(this, mCarriedItem, mCarriedCube, mCarriedValue, true))
{
// Successfully delivered the item or cube.
// Clear the item or cube
mCarriedItem = null;
mCarriedCube = eCubeTypes.NULL;
mCarriedValue = 0;
// Stop the belt and flag the conveyor is not blocked
mbStopBelt = true;
mbConveyorBlocked = false;
FinaliseOffloadingCargo();
// Request a network update
RequestImmediateNetworkUpdate();
successfullyOffloaded = true;
}
}
#if UNITY_EDITOR
}
#endif
}
}
// If we've still failed to offload the item then do final actions
if (!successfullyOffloaded)
{
// Failed to offload this item.
if (!mbConveyorBlocked)
{
// Stop the belt and mark as blocked.
mbConveyorBlocked = true;
mbStopBelt = true;
base.ImportantNetworkUpdate = true;//Force a single update regardless of distance. To do : make sure this IS a single update!
RequestImmediateNetworkUpdate();//ensure this ripples outwards to the clients
}
// If we are a conveyor turntable turn to face the next direction.
if (mObjectType == SpawnableObjectEnum.Turntable_T1)
{
//Debug.LogWarning ("TT facing Conv, spinning" + lrDot);
DoNextTurnTable();
return;
}
}
else
{
//we have successfully cleared down the cube
meNextAnimState = eAnimState.Out;
//Debug.LogWarning("Setting *OUT* anim!");
mnRotationWithoutSuccess = 0;
}
// if (lCube == eCubeTypes.StorageHopper)
// {
//// mbAttachedToConveyor = true;
//// mbAttachedToHopper = false;
//
// StorageHopper lHop = checkSegment.FetchEntity(eSegmentEntity.StorageHopper,checkX,checkY,checkZ) as StorageHopper;
// if (lHop != null)
// {
// //Cube/Item path
// if (mCarriedCube != eCubeTypes.NULL)
// {
// //Does the hopper have room?
// if (lHop.mnStorageFree > 0)
// {
// //hurray
// lHop.AddCube(mCarriedCube, mCarriedValue);
//
// // Clear the item or cube
// mCarriedCube = eCubeTypes.NULL;
// mCarriedValue = 0;
//
// // Stop the belt
// mbStopBelt = true;
//
// // Conveyor is not blocked if it successfully offloaded
// mbConveyorBlocked = false;
//
// RequestImmediateNetworkUpdate();
// lHop.RequestImmediateNetworkUpdate();
//
// FinaliseOffloadingCargo();
// }
// else
// {
// //Debug.Log("Conveyor's target hopper is full!");
// if (!mbConveyorBlocked)
// {
// mbConveyorBlocked = true;
// mbStopBelt = true;
// }
//
// if (mObjectType == SpawnableObjectEnum.Turntable_T1)
// {
// //Debug.LogWarning ("TT facing Conv, spinning" + lrDot);
// DoNextTurnTable();
// return;
// }
// }
// }
// else
// {
// //Does the hopper have room?
// if (lHop.mnStorageFree > 0)
// {
// //hurray
// lHop.AddItem(mCarriedItem);
//
//
// mCarriedItem = null;
// mbStopBelt = true;
// //Debug.Log("Conveyor offloaded Cube to a hopper");
// mbConveyorBlocked = false;
//
// FinaliseOffloadingCargo();
//
// RequestImmediateNetworkUpdate();
// lHop.RequestImmediateNetworkUpdate();
// }
// else
// {
// //Debug.Log("Conveyor's target hopper is full!");
// if (!mbConveyorBlocked)
// {
// mbConveyorBlocked = true;
// mbStopBelt = true;
//
// if (mObjectType == SpawnableObjectEnum.Turntable_T1)
// {
// DoNextTurnTable();
// }
// }
// }
// }
// }
// else
// {
// //Debug.LogWarning("Error, hopper attached to conveyor is null!");
// //Probably a network client - this will page in, don't panic or spam!
// }
// }