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Aquaria/game_scripts/scripts/include/energyslottemplate.lua

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2.3 KiB
Lua

-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
local chargeIDOffset = 5000
function init(me)
node_setCursorActivation(me, false)
if getFlag(v.flag) > 0 then
local charged = true
local id = getFlag(v.flag)
if id > chargeIDOffset then
charged = false
id = id - chargeIDOffset
end
--[[
if getFlag(chargeFlag) == 0 then
charged = false
end
]]--
v.orbHolder = getEntityByID(v.holderID)
v.energyOrb = getEntityByID(id)
if v.energyOrb ~= 0 and v.orbHolder ~= 0 then
--debugLog(string.format("%s : setting orb to %d, %d", node_getName(me), entity_x(v.orbHolder), entity_y(v.orbHolder)))
entity_setPosition(v.energyOrb, entity_x(v.orbHolder), entity_y(v.orbHolder))
if charged then
entity_setState(v.energyOrb, STATE_CHARGED)
end
end
if charged then
v.door = getEntityByID(v.doorID)
if v.door ~= 0 then
entity_setState(v.door, STATE_OPENED)
end
end
end
end
function activate(me)
if getFlag(v.flag) == 0 or getFlag(v.flag) >= chargeIDOffset then
v.energyOrb = node_getNearestEntity(me, "EnergyOrb")
if v.energyOrb ~= 0 then
if entity_isState(v.energyOrb, STATE_CHARGED) then
debugLog("Saving orb in slot, charged")
setFlag(v.flag, entity_getID(v.energyOrb))
v.door = getEntityByID(v.doorID)
if v.door ~= 0 then
entity_setState(v.door, STATE_OPEN)
else
debugLog("COULD NOT FIND DOOR")
end
else
debugLog("Saving orb in slot, not charged")
setFlag(v.flag, entity_getID(v.energyOrb)+chargeIDOffset)
end
else
debugLog("Could not find orb")
end
end
end
function update(me, dt)
end