227 lines
6.4 KiB
Plaintext
227 lines
6.4 KiB
Plaintext
function turn_off_lamp(obj_id)
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local obj = get_object_by_id(obj_id)
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if not (obj) then
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return
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end
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if not (obj.get_hanging_lamp) then
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return
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end
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if not hf_obj_manager.get_data(obj_id).is_on then
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obj:get_hanging_lamp():turn_off()
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end
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return true
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end
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local function get_time_elapsed()
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return game.get_game_time():diffSec(level.get_start_time())
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end
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gc = game.translate_string
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---------------------------------------------------------------------------------------------------
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-- Physic objects binding
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----------------------------------------------------------------------------------------------------
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local lights = {}
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local switch = false
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local psi_influence_clsid = {
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[clsid.poltergeist_s] = true,
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[clsid.controller_s] = true,
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}
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function need_flicker(lamp_obj)
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-- Flicker on Emission Wave or Vortex
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if (level_environment.get_light_flicker()) then return true end
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-- Flicker if Psi Mutant nearby
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local psi_influence = false
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local function iterate_func(obj)
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if (obj and psi_influence_clsid[obj:clsid()] and obj:alive()) then
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psi_influence = true
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return true
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end
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end
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level.iterate_nearest(lamp_obj:position(), 15, iterate_func)
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if psi_influence then return true end
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return switch
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end
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function init(obj)
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obj:bind_object(placeable_light_wrapper(obj).binder)
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end
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---------------------------------------------------------------------------------------------
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class "placeable_light_wrapper" (bind_hf_base.hf_binder_wrapper)
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function placeable_light_wrapper:__init(obj) super(obj)
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lights[obj:id()] = "light_flicker"
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-- Get paths to sound files
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local section = self.object:section()
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self.humming_snd_path = ini_sys:r_string_ex(section,"snd_on")
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self.turn_on_snd_path = ini_sys:r_string_ex(section,"snd_turn_on")
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self.turn_off_snd_path = ini_sys:r_string_ex(section,"snd_turn_off")
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self.particle_path = ini_sys:r_string_ex(section,"particle")
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self.hide_bone_off = ini_sys:r_string_ex(section,"hide_bone_off")
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if self.particle_path then
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self.particles = particles_object(self.particle_path)
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end
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self.object:set_tip_text(gc("st_interact"))
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self.tg = time_global()
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self.time_last = get_time_elapsed() -- used to keep track of time difference in between updates
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self.max_duration = ini_sys:r_string_ex(section,"fuel_duration")*3600
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-- get data
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local data = hf_obj_manager.get_data(obj:id())
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self.fuel = data and data.condition or 1
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self.infinite_fuel = data and data.is_world_obj
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self.last_state = data and data.is_on or false
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-- Turn off lamp is light is turned off
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CreateTimeEvent("hf_light", "turn_off_"..obj:id(), 0, turn_off_lamp, obj:id())
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end
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function placeable_light_wrapper:update(delta)
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bind_hf_base.hf_binder_wrapper.update(self, delta)
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self.object:set_callback(callback.death, placeable_light_wrapper.death_callback, self)
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local lamp_obj = self.object:get_hanging_lamp()
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local is_flickering = lamp_obj:is_flickering()
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local is_on = hf_obj_manager.get_data(self.object:id()).is_on
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if (self.fuel <= 0.0 or not is_on) then
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if lamp_obj:is_on() then lamp_obj:turn_off() end
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else
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if not lamp_obj:is_on() then
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lamp_obj:turn_on()
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end
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end
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if (self.last_state ~= is_on) then
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-- Play humming sound
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if (is_on) then
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if (self.humming == nil and self.humming_snd_path) then
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self.humming = sound_object(self.humming_snd_path)
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end
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if (self.humming ~= nil and not self.humming:playing()) then
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self.humming:play_at_pos(self.object, self.object:position(), 0, sound_object.s3d + sound_object.looped)
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self.humming.volume = 0.0
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self.humming_max = time_global() + 5000
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end
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-- 'Turn on' sound
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if self.turn_on_snd_path then
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sound_object(self.turn_on_snd_path):play_no_feedback(self.object, sound_object.s3d, 0, self.object:position(), math.random(5,8), random_float(0.9, 1.1))
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end
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-- Show bone when on
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if self.hide_bone_off then
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self.object:set_bone_visible(self.hide_bone_off, true, true, false)
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end
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-- Stop humming sound
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else
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if (self.humming ~= nil and self.humming:playing()) then
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self.humming:stop()
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end
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-- 'Turn off' sound
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if self.turn_off_snd_path then
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sound_object(self.turn_off_snd_path):play_no_feedback(self.object, sound_object.s3d, 0, self.object:position(), random_float(0.5, 0.9), random_float(0.9, 1.1))
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end
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-- Hide bone when off
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if self.hide_bone_off then
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self.object:set_bone_visible(self.hide_bone_off, false, true, false)
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end
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end
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end
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self.last_state = is_on
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-- Slow Startup for Humming Sound
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if (self.humming ~= nil and self.humming:playing() and (self.humming_max > time_global())) then
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self.humming.volume = 0.6 - (self.humming_max - time_global()) / 5000.0
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end
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local needflicker = need_flicker(self.object)
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if (needflicker and not is_flickering) then
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-- color animator flicker on/off chance on/off base time color animator fps
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lamp_obj:set_color_animator(lights[self.object:id()], true, math.random(25,75), random_float(0.75,1.75), math.random(10,20))
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elseif (not needflicker and is_flickering) then
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lamp_obj:reset_color_animator()
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end
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if (self.humming ~= nil and self.humming:playing()) then
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self.humming:set_position(self.object:position())
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end
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local time_current = get_time_elapsed()
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local time_diff = time_current - self.time_last
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if is_on then
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-- Create and move particles to bone_light
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if self.particle_path then
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if not self.particles:playing() then
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self.particles:play_at_pos(self.object:bone_position("bone_light"))
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end
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self.particles:move_to(self.object:bone_position("bone_light"), VEC_Z)
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end
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-- Deplete light fuel by adjusting condition
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if not self.infinite_fuel then
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self.fuel = self.fuel - (time_diff / self.max_duration)
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end
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else
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-- Stop particles if turned off
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if self.particles and self.particles:playing() then
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self.particles:stop()
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end
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end
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self.time_last = time_current
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self:save_data()
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end
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function placeable_light_wrapper:net_destroy()
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self:save_data()
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if (self.humming) then
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self.humming:stop()
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self.humming = nil
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end
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if self.particles and self.particles:playing() then
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self.particles:stop()
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end
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lights[self.object:id()] = nil
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end
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function placeable_light_wrapper:death_callback(victim, who)
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if (self.humming) then
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self.humming:stop()
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self.humming = nil
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end
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lights[self.object:id()] = nil
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end
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function placeable_light_wrapper:save_data()
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hf_obj_manager.update_data(self.object:id(), {
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condition = self.fuel
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})
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end |