Beispiel #1
0
        public void TransferItem([NotNull] Thing item, [NotNull] BeltItemContainer other)
        {
            _container.Remove(item);
            _thingCounter.Remove(item);

            other.AddItem(item);

            _parentComponent.OnItemTransfer(item, other._parentComponent);
        }
Beispiel #2
0
        private void DoBeltTick()
        {
            if (PowerComponent.PowerOn)
            {
                // Power is on -> do work
                // ----------------------
                // phase == offline

                if (BeltPhase == Phase.Offline)
                {
                    // Turn on, incl. 'system online' glow
                    _beltPhase          = Phase.Active;
                    GlowerComponent.Lit = true;

                    // Check if there is anything on the belt: yes? -> add it to our container
                    //foreach (var target in Find.Map.thingGrid.ThingsListAt(parent.Position))
                    foreach (var target in Find.Map.thingGrid.ThingsAt(parent.Position))
                    {
                        // Check and make sure this is not a Pawn, and not the belt itself !
                        if ((target.def.category == EntityCategory.Item) && (target != parent))
                        {
                            ItemContainer.AddItem(target, BeltSpeed / 2);
                        }
                    }

                    //glowerComp.def.glowColor = new ColorInt(255,200,0,0); // Hum ... that changes ALL the belt ... not what I want ...
                    return;
                }

                // phase == active
                if (BeltPhase != Phase.Active)
                {
                    return;
                }

                // Active 'yellow' color
                GlowerComponent.Lit = true; // in principle not required (should be already ON ...)

                ItemContainer.Tick();

                PostItemContainerTick();

                if (!ItemContainer.WorkToDo)
                {
                    return;
                }

                foreach (var thing in ItemContainer.ThingsToMove)
                {
                    // Alright, I have something to move. Where to ?
                    var beltDest = GetDestinationForThing(thing);

                    MoveThingTo(thing, beltDest);
                }
            }
            else
            {
                // Power off -> reset everything
                // Let's be smart: check this only once, set the item to 'Unforbidden', and then, let the player choose what he wants to do
                // i.e. forbid or unforbid them ...
                if (BeltPhase != Phase.Active)
                {
                    return;
                }

                GlowerComponent.Lit = false;
                _beltPhase          = Phase.Offline;
                ItemContainer.DropAll(parent.Position, true);
            }
        }