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dsrc/sku.0/sys.server/compiled/game/script/systems/battlefield/barracks.script
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/* Title: barracks
* Description: script that goes on battlefield installations that
* create battlefield pets.
*/
/***** INCLUDES ********************************************************/
include library.battlefield;
include library.player_structure;
include library.sui;
include library.utils;
/***** CONSTANTS *******************************************************/
const string_id SID_BUILD_REINFORCEMENT = new string_id("battlefield", "build_reinforcement");
const string_id SID_BUILD_REINFORCEMENT_STATUS = new string_id("battlefield", "build_reinforcement_status");
/***** TRIGGERS ********************************************************/
trigger OnObjectMenuRequest(obj_id player, menu_info mi)
{
if (battlefield.isSameBattlefieldFaction(player, self))
{
if (battlefield.canBuildReinforcement(self))
{
int battlefield_root = mi.addRootMenu (menu_info_types.SERVER_MENU2, SID_BUILD_REINFORCEMENT);
}
int status_root = mi.addRootMenu(menu_info_types.SERVER_MENU1, SID_BUILD_REINFORCEMENT_STATUS);
}
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuSelect(obj_id player, int item)
{
if (item == menu_info_types.SERVER_MENU2)
{
LOG("LOG_CHANNEL", "battlefield_barracks::OnPurchaseReinforcement");
queueCommand(player, ##"purchaseReinforcement", null, "", COMMAND_PRIORITY_DEFAULT);
}
if (item == menu_info_types.SERVER_MENU1)
{
string reinforce_name = getStringObjVar(self, battlefield.VAR_REINFORCEMENT_NAME);
//int build_time = getIntObjVar(self, battlefield.VAR_BUILD_RATE);
float cost = getFloatObjVar(self, battlefield.VAR_REINFORCEMENT_COST);
resizeable string[] dsrc = new string[0];
dsrc = utils.addElement(dsrc, "Reinforcement Produced: " + reinforce_name);
dsrc = utils.addElement(dsrc, "Faction Point Cost: " + cost);
dsrc = utils.addElement(dsrc, "");
if (!battlefield.canBuildReinforcement(self))
{
// Determine time until more reinforcements can be built.
int time = getGameTime();
int build_rate = getIntObjVar(self, battlefield.VAR_BUILD_RATE);
int last_build = 0;
if (hasObjVar(self, battlefield.VAR_LAST_BUILD))
last_build = getIntObjVar(self, battlefield.VAR_LAST_BUILD);
// Determine time remaining.
int time_remaining = last_build + build_rate - time;
if (time_remaining > 0)
{
int[] conv_time = player_structure.convertSecondsTime(time_remaining);
string time_str = player_structure.assembleTimeRemaining(conv_time);
dsrc = utils.addElement(dsrc, "Time until next reinforcement: " + time_str);
}
}
else
dsrc = utils.addElement(dsrc, "Ready to issue more reinforcements.");
sui.listbox(player, "Reinforcement Status", "Reinforcement Status", dsrc);
}
return SCRIPT_CONTINUE;
}