private void HaulingJobForInputs(ProductionChain prodChain) { int numHaulingJobs = 0; bool isProcessing = InputProcessed.ToInt() > 0; //// for all inputs in production chain foreach (Item reqInputItem in prodChain.Input) { if (isProcessing && !reqInputItem.HasHopper) { continue; } //// if there is no hauling job for input object type, create one Job furnJob; string requiredType = reqInputItem.ObjectType; bool existingHaulingJob = ParentFurniture.Jobs.HasJobWithPredicate(x => x.RequestedItems.ContainsKey(requiredType), out furnJob); if (existingHaulingJob) { numHaulingJobs++; } else { Tile inTile = World.Current.GetTileAt( ParentFurniture.Tile.X + reqInputItem.SlotPosX, ParentFurniture.Tile.Y + reqInputItem.SlotPosY, ParentFurniture.Tile.Z); // create job for desired input resource string desiredInv = reqInputItem.ObjectType; int desiredAmount = reqInputItem.Amount; if (reqInputItem.HasHopper) { desiredAmount = PrototypeManager.Inventory.Get(desiredInv).MaxStackSize; } if (inTile.Inventory != null && inTile.Inventory.Type == reqInputItem.ObjectType && inTile.Inventory.StackSize <= desiredAmount) { desiredAmount = desiredAmount - inTile.Inventory.StackSize; } if (desiredAmount > 0) { Job job = new Job( inTile, null, // beware: passed jobObjectType is expected Furniture only !! null, 0.4f, new RequestedItem[] { new RequestedItem(desiredInv, desiredAmount, desiredAmount) }, Job.JobPriority.High, "hauling", false, false, false); job.Description = string.Format("Hauling '{0}' to '{1}'", desiredInv, ParentFurniture.GetName()); job.OnJobWorked += PlaceInventoryToWorkshopInput; ParentFurniture.Jobs.Add(job); numHaulingJobs++; } } } InputHaulingJobsCount.SetValue(numHaulingJobs); }
public override void FixedFrequencyUpdate(float deltaTime) { // if there is enough input, do the processing and store item to output // - remove items from input // - add param to reflect factory can provide output (has output inside) // - as output will be produced after time, it is possible that output spot can be ocupied meanwhile // - process for specified time // - if output slot is free, provide output (if not, keep output 'inside' factory) if (ParentFurniture.IsBeingDestroyed) { return; } if (RunConditions != null && AreParameterConditionsFulfilled(RunConditions.ParamConditions) == false) { IsRunning.SetValue(false); return; } float efficiency = 1f; if (Efficiency != null) { efficiency = RetrieveFloatFor(Efficiency, ParentFurniture); } string curSetupChainName = CurrentProductionChainName.ToString(); if (!string.IsNullOrEmpty(curSetupChainName)) { ProductionChain prodChain = GetProductionChainByName(curSetupChainName); // if there is no processing in progress if (InputProcessed.ToInt() == 0) { // check input slots for input inventory List <KeyValuePair <Tile, int> > flaggedForTaking = CheckForInventoryAtInput(prodChain); // if all the input requirements are ok, you can start processing: if (flaggedForTaking.Count == prodChain.Input.Count) { // consume input inventory ConsumeInventories(flaggedForTaking); InputProcessed.SetValue(1); // check if it can be bool IsRunning.SetValue(true); // reset processing timer and set max time for processing for this prod. chain CurrentProcessingTime.SetValue(0f); MaxProcessingTime.SetValue(prodChain.ProcessingTime); HasAllNeededInputInventory.SetValue(true); } else { HasAllNeededInputInventory.SetValue(false); } } else { // processing is in progress CurrentProcessingTime.ChangeFloatValue(deltaTime * efficiency); IsRunning.SetValue(true); if (CurrentProcessingTime.ToFloat() >= MaxProcessingTime.ToFloat()) { List <TileObjectTypeAmount> outPlacement = CheckForInventoryAtOutput(prodChain); // if output placement was found for all products, place them if (outPlacement.Count == 0 || outPlacement.Count == prodChain.Output.Count) { PlaceInventories(outPlacement); //// processing done, can fetch input for another processing InputProcessed.SetValue(0); IsRunning.SetValue(false); CurrentProcessingTime.SetValue(0f); } } } } }