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Building_MusicPlayer.cs
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Building_MusicPlayer.cs
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/*
* Created by SharpDevelop.
* User: white_altar
* Date: 2/26/2017
* Time: 4:04 PM
*
* To change this template use Tools | Options | Coding | Edit Standard Headers.
*/
// ----------------------------------------------------------------------
// These are basic usings. Always let them be here.
// ----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
// ----------------------------------------------------------------------
// These are RimWorld-specific usings. Activate/Deactivate what you need:
// [If the usings are not found, (red line under it) fix in References]
// ----------------------------------------------------------------------
using UnityEngine; // Always needed
//using VerseBase; // Material/Graphics handling functions are found here
using Verse; // RimWorld universal objects are here (like 'Building')
//using Verse.AI; // Needed when you do something with the AI
using Verse.Sound; // Needed when you do something with Sound
//using Verse.Noise; // Needed when you do something with Noises
using RimWorld; // RimWorld specific functions are found here (like 'Building_Battery')
//using RimWorld.Planet; // RimWorld specific functions for world creation
//using RimWorld.SquadAI; // RimWorld specific functions for squad brains
// This is the namespace of your mod. Change it to your liking, but don't forget to change it in your XML too.
namespace MusicJoy
{
/// <summary>
/// Description of Building_MusicPlayer: This building object class should initiate the playing of a "song file" via a "SongDef" when a
/// particular set of criteria have been met.
/// </summary>
public class Building_MusicPlayer : Building, IBillGiver, IBillGiverWithTickAction
{
// ===================== Variables =====================
// Work variable
private int counter = 0; // 60Ticks = 1s // 20000Ticks = 1 Day
private Phase phase = Phase.off; // Actual phase
private Phase phaseOld = Phase.online; // Save-variable
// Variables to set a specific value
private const int counterPhasePlayingMax = 216000; // Playing-Time
private const int counterPhaseOnlineMax = 2000000; // Online-Time
private float powerInputPlaying = -250; // Power needed at Playing
private float powerInputOnline = 0; // Power needed at Active
// Work enumeration - To make the reading of the active phase easier
private enum Phase
{
off = 0,
playing,
online
}
// Component references (will be set in 'SpawnSetup()')
// CompPowerTrader - Checks, if power is available; takes power from the powernet;...
private CompPowerTrader powerComp;
private BillStack billStack;
private CompRefuelable refuelableComp;
private CompBreakdownable breakdownableComp;
// Sound references
private static readonly SoundDef SoundHiss = SoundDef.Named("PowerOn");
// Text-variables: with .Translate() they are updated from the language file in the folder 'Languages\en_US\Keyed\...' with the active language.
// Look into the function 'GetInspectString()' on how it will be translated
private string txtStatus = "Player Status: ";
private string txtOff = " Off";
private string txtPlaying = " Playing";
private string txtOnline = " Online";
// Destroyed flag. Most of the time not really needed, but sometimes...
private bool destroyedFlag = false;
//Define inheritance to be like another object
protected Building_WorkTable SelTable
{
get
{
return (Building_WorkTable)base.SelThing;
}
}
// ===================== Setup Work =====================
// --- Not really needed here ---
///// <summary>
///// Do something after the object is initialized, but before it is spawned
///// </summary>
//public override void PostMake()
//{
// // Do the work of the base class (Building)
// base.PostMake();
//}
/// <summary>
/// Tell system that this player can work without power
/// (handCrank refuelable only), or that it can't
/// </summary>
public bool CanWorkWithoutPower
{
get
{
return this.powerComp == null || this.def.building.unpoweredWorkTableWorkSpeedFactor > 0f;
}
}
/// <summary>
/// Tell system that this player can be used now if it CanWorkWithoutPower
/// or is powered, AND is fueled or doesn't need it, AND isn't broken
/// </summary>
public virtual bool UsableNow
{
get
{
return (this.CanWorkWithoutPower || (this.powerComp != null && this.powerComp.PowerOn)) && (this.refuelableComp == null || this.refuelableComp.HasFuel) && (this.breakdownableComp == null || !this.breakdownableComp.BrokenDown);
}
}
/// <summary>
/// Tell system that this player uses the BillStack system
/// </summary>
public BillStack BillStack
{
get
{
return this.billStack;
}
}
public IntVec3 BillInteractionCell
{
get
{
return this.InteractionCell;
}
}
public IEnumerable<IntVec3> IngredientStackCells
{
get
{
return GenAdj.CellsOccupiedBy(this);
}
}
/// <summary>
/// Tying to get class read by program XML
/// </summary>
public EditorShowClassNameAttribute getClass
{
get
{
return (EditorShowClassNameAttribute)this;
}
}
public static explicit operator EditorShowClassNameAttribute(Building_MusicPlayer v)
{
throw new NotImplementedException();
}
///public virtual Map get_Map()
///{
/// return base.Map;
///}
/// <summary>
/// Assign the BillStack to this MusicPlayer
/// </summary>
public Building_MusicPlayer()
{
this.billStack = new BillStack(this);
}
/// <summary>
/// Do something after the object is spawned
/// </summary>
public override void SpawnSetup(Map map)
{
// Do the work of the base class (Building) and check fuel (cranks) and repair status
base.SpawnSetup(map);
this.billStack = new BillStack(this);
this.refuelableComp = base.GetComp<CompRefuelable>();
this.breakdownableComp = base.GetComp<CompBreakdownable>();
// Get references to the components CompPowerTrader
SetPower();
}
/// <summary>
/// To save and load actual values (savegame-data)
/// </summary>
public override void ExposeData()
{
base.ExposeData();
// Save and load the work variables, so they don't default after loading
Scribe_Values.LookValue<Phase>(ref phase, "phase", Phase.off);
Scribe_Values.LookValue<int>(ref counter, "counter", 0);
Scribe_Deep.LookDeep<BillStack>(ref this.billStack, "billStack", new object[]
{
this
});
// Set the old value to the phase value
phaseOld = phase;
// Get references to the components CompPowerTrade
SetPower();
}
/// <summary>
/// Find the PowerComp
/// </summary>
private void SetPower()
{
// Get references to the components CompPowerTrader
powerComp = base.GetComp<CompPowerTrader>();
// Preset the PowerOutput to 0 (negative values will draw power from the powernet)
powerComp.PowerOutput = 0;
}
// ===================== Destroy =====================
/// <summary>
/// Clean up when this is destroyed
/// </summary>
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
{
// block further ticker work
destroyedFlag = true;
base.Destroy(mode);
}
// ===================== Ticker =====================
/// <summary>
/// This is used, when the Ticker in the XML is set to 'Rare'
/// This is a tick thats done once every 250 normal Ticks
/// </summary>
public override void TickRare()
{
if (destroyedFlag) // Do nothing further, when destroyed (just a safety)
return;
// Don't forget the base work
base.TickRare();
// Call work function
DoTickerWork(250);
}
/// <summary>
/// This is used, when the Ticker in the XML is set to 'Normal'
/// This Tick is done often (60 times per second)
/// </summary>
public override void Tick()
{
if (destroyedFlag) // Do nothing further, when destroyed (just a safety)
return;
base.Tick();
// Call work function
DoTickerWork(1);
}
/// <summary>
/// If the player is refuelable (crankable), this tells it it used up a tick.
/// </summary>
public virtual void UsedThisTick()
{
if (this.refuelableComp != null)
{
this.refuelableComp.Notify_UsedThisTick();
}
}
public bool CurrentlyUsable()
{
return this.UsableNow;
}
// ===================== Main Work Function =====================
/// <summary>
/// This will be called from one of the Ticker-Functions.
/// </summary>
/// <param name="tickerAmount"></param>
private void DoTickerWork(int tickerAmount)
{
// The following, if activated, creates an entry to the output_log.txt file, so that you can debug something
// Log.Error("This description will be shown, if active, in the console and always in the output_log.txt"); !!!!
if (powerComp.PowerOn)
{
// Power is on -> do work
// ----------------------
// We have 3 Phases: Off, Playing, Online
// Off: When the power is cut, it is off (counter will be reset)
// Play: For 1 hour per (ten minutes of) crank refueling, it will play bills (recordings)
// Online: It is ready to play a recording and (if possible) receiving communications
// phase == off (status after power switch off)
if (phase == Phase.off)
{
// Savety to prevent a loop if old == off
if (phaseOld == Phase.off)
phaseOld = Phase.online;
// set to the old phase
phase = phaseOld;
return;
}
// set the old variable
phaseOld = phase;
// increase the counter by the ticker amount
counter += tickerAmount; // +1 with normal ticker, +250 with rare ticker
// phase == playing
if (phase == Phase.playing)
{
if (counter >= counterPhasePlayingMax) // counter >= 216000 ?
{
// Switch to off, counter 0
phase = Phase.off;
counter = 0;
return;
}
powerComp.PowerOutput = powerInputPlaying; // value: -250
}
// phase == online
if (phase == Phase.online)
{
if (counter >= counterPhaseOnlineMax) // counter >= 2000000 ?
{
// Switch to off, counter 0
phase = Phase.off;
counter = 0;
return;
}
powerComp.PowerOutput = powerInputOnline; // value: -1
}
}
else
{
// Power off
// save old phase
if (phase != Phase.off)
phaseOld = phase;
// set phase to off
phase = Phase.off;
powerComp.PowerOutput = 0;
}
}
// ===================== Inspections =====================
/// <summary>
/// This string will be shown when the object is selected (focus)
/// </summary>
/// <returns></returns>
public override string GetInspectString()
{
StringBuilder stringBuilder = new StringBuilder();
// Add the inspections string from the base
stringBuilder.Append(base.GetInspectString());
// Add your own strings (caution: string shouldn't be more than 5 lines (including base)!)
//stringBuilder.Append("Now Playing: " + songDef.Label + " at -0.8 dB");
//stringBuilder.AppendLine();
stringBuilder.AppendLine();
stringBuilder.Append(txtStatus.Translate() + " "); // <= TRANSLATION
// Phase -> Offline: Add text 'Off' (Translation from active language file)
if (phase == Phase.off)
stringBuilder.Append(txtOff.Translate()); // <= TRANSLATION
// Phase -> Recharging: Add text 'Playing' (Translation from active language file)
if (phase == Phase.playing)
stringBuilder.Append(txtPlaying.Translate()); // <= TRANSLATION
// Phase -> Active: Add text 'Online' (Translation from active language file)
if (phase == Phase.online)
stringBuilder.Append(txtOnline.Translate()); // <= TRANSLATION
// return the complete string
return stringBuilder.ToString();
}
///// <summary>
///// This creates selection buttons
///// </summary>
///// <returns></returns>
//public override IEnumerable<Command> GetGizmos()
//{
// IList<Command> list = new List<Command>();
// // Key-Binding F -
// Command_Action optF;
// optF = new Command_Action();
// optF.icon = UI_DoorLocked;
// optF.defaultDesc = txtLocksUnlocksDoor.Translate();
// optF.hotKey = KeyCode.F;
// optF.activateSound = SoundDef.Named("Click");
// optF.action = DoWorkFunction;
// optF.groupKey = 1234567; // unique number, for grouping in game
// // yield return optF;
// list.Add(optF);
// // Adding the base.GetCommands() when not empty
// IEnumerable<Command> baseList = base.GetGizmos();
// if (baseList != null)
// return list.AsEnumerable<Command>().Concat(baseList);
// else
// return list.AsEnumerable<Command>();
//}
}
}