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CSeaFactoryUnit.lua
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--**********************************************************************************
--** Copyright (c) 2023 FAForever
--**
--** Permission is hereby granted, free of charge, to any person obtaining a copy
--** of this software and associated documentation files (the "Software"), to deal
--** in the Software without restriction, including without limitation the rights
--** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--** copies of the Software, and to permit persons to whom the Software is
--** furnished to do so, subject to the following conditions:
--**
--** The above copyright notice and this permission notice shall be included in all
--** copies or substantial portions of the Software.
--**
--** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
--** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
--** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
--** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
--** LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--** OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
--** SOFTWARE.
--**********************************************************************************
local SeaFactoryUnit = import('/lua/defaultunits.lua').SeaFactoryUnit
local SeaFactoryUnitOnCreate = SeaFactoryUnit.OnCreate
local SeaFactoryUnitOnPaused = SeaFactoryUnit.OnPaused
local SeaFactoryUnitOnUnpaused = SeaFactoryUnit.OnUnpaused
local SeaFactoryUnitOnStartBuild = SeaFactoryUnit.OnStartBuild
local SeaFactoryUnitOnStopBuild = SeaFactoryUnit.OnStopBuild
local SeaFactoryUnitOnFailedToBuild = SeaFactoryUnit.OnFailedToBuild
-- pre-import for performance
local CreateCybranFactoryBuildEffects = import('/lua/effectutilities.lua').CreateCybranFactoryBuildEffects
-- upvalue scope for performance
local WaitTicks = WaitTicks
local ForkThread = ForkThread
local IsDestroyed = IsDestroyed
local TrashBagAdd = TrashBag.Add
local CreateAnimator = CreateAnimator
local AnimatorPlayAnim = moho.AnimationManipulator.PlayAnim
local AnimatorSetRate = moho.AnimationManipulator.SetRate
---@class CSeaFactoryUnit : SeaFactoryUnit
---@field BuildEffectsBag TrashBag
---@field BuildBones BuildBones
CSeaFactoryUnit = ClassUnit(SeaFactoryUnit) {
---@param self CSeaFactoryUnit
OnCreate = function(self)
SeaFactoryUnitOnCreate(self)
local buildAnimManip = CreateAnimator(self)
AnimatorPlayAnim(buildAnimManip, self.Blueprint.Display.AnimationBuild, true)
AnimatorSetRate(buildAnimManip, 0)
self.BuildAnimManip = self.Trash:Add(buildAnimManip)
self.BuildBones = self.Blueprint.General.BuildBones
end,
---@param self CAirFactoryUnit
---@param unitBeingBuilt Unit
---@param order string unused
CreateBuildEffects = function(self, unitBeingBuilt, order)
if not unitBeingBuilt then
return
end
WaitTicks(2)
CreateCybranFactoryBuildEffects(self, unitBeingBuilt, self.BuildBones, self.BuildEffectsBag)
end,
---@param self CSeaFactoryUnit
OnPaused = function(self)
SeaFactoryUnitOnPaused(self)
self:StopBuildFx()
self:StopArmsMoving()
end,
---@param self CSeaFactoryUnit
OnUnpaused = function(self)
SeaFactoryUnitOnUnpaused(self)
-- re-introduce the build effects
local unitBeingBuilt = self.UnitBeingBuilt --[[@as Unit]]
if self:IsUnitState('Building') and (not IsDestroyed(unitBeingBuilt)) then
self:StartBuildFx(unitBeingBuilt)
self:StartArmsMoving()
end
end,
---@param self CAirFactoryUnit
---@param unitBeingBuilt Unit
StartBuildFx = function(self, unitBeingBuilt)
if not unitBeingBuilt then
return
end
AnimatorSetRate(self.BuildAnimManip, 0.5)
end,
---@param self CAirFactoryUnit
StopBuildFx = function(self)
AnimatorSetRate(self.BuildAnimManip, 0);
end,
---@param self CSeaFactoryUnit
---@param unitBeingBuilt Unit
---@param order string
OnStartBuild = function(self, unitBeingBuilt, order)
SeaFactoryUnitOnStartBuild(self, unitBeingBuilt, order)
if order ~= 'Upgrade' then
self:StartArmsMoving()
end
end,
---@param self CSeaFactoryUnit
---@param unitBuilding Unit
---@param order string
OnStopBuild = function(self, unitBuilding, order)
SeaFactoryUnitOnStopBuild(self, unitBuilding, order)
if not self.Dead and self:GetFractionComplete() == 1 then
self:StopArmsMoving()
end
end,
---@param self CSeaFactoryUnit
OnFailedToBuild = function(self)
SeaFactoryUnitOnFailedToBuild(self)
if not self.Dead and self:GetFractionComplete() == 1 then
self:StopArmsMoving()
end
end,
---@param self CSeaFactoryUnit
StartArmsMoving = function(self)
self.ArmsThread = TrashBagAdd(self.Trash, ForkThread(self.MovingArmsThread, self))
end,
---@param self CSeaFactoryUnit
MovingArmsThread = function(self)
end,
---@param self CSeaFactoryUnit
StopArmsMoving = function(self)
local armsThread = self.ArmsThread
if armsThread then
KillThread(armsThread)
self.ArmsThread = nil
end
end,
}