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Text File  |  2002-09-29  |  3.6 KB  |  148 lines

  1. #
  2. #   Zustands-â–„berwachungs-Script
  3. #   State Watch Script
  4. #
  5. #   Factory
  6. #
  7. #   created:    15-Jun-2000 Bernd
  8. #   
  9. #   (C) COPYRIGHT 2000 RADONLABS GMBH
  10. #
  11.  
  12. proc factorywatch_normal {} {
  13.  
  14.     # vorerst hier unzerstoerbar. Bleibt so, bis es aufgesammelt
  15.     # (in BackPack) oder gebaut (kein Artefakt mehr) wird 
  16.     if {[.getartefactmode] == "false"} {
  17.         .announcestate house
  18.     } elseif {[.iscollected] == "true"} {
  19.         .announcestate backpack
  20.     } elseif {[.getcharges] <= 0} {
  21.         .setremoveable true
  22.     } elseif {[.getcreator] != "null"} {
  23.         .announcestate infactoryslot
  24.     }
  25. }
  26.  
  27. proc factorywatch_infactoryslot {} {
  28.  
  29.     # vorerst hier unzerstoerbar. Bleibt so, bis es aufgesammelt
  30.     # (in BackPack) oder gebaut (kein Artefakt mehr) wird 
  31.     if {[.getartefactmode] == "false"} {
  32.         .announcestate house
  33.     } elseif {[.iscollected] == "true"} {
  34.         .announcestate backpack
  35.     } elseif {[.getcharges] <= 0} {
  36.         .setremoveable true
  37.     } elseif {[.getcreator] == "null"} {
  38.         .announcestate normal
  39.     }
  40. }
  41.  
  42. proc factorywatch_bauphase {} {
  43.  
  44.     # kann zerstoert oder wieder zusammengeklappt werden
  45.     if {[.iskilled] == "true"} {
  46.         .announcestate explode
  47.     } elseif {[.getartefactmode] == "true"} {
  48.         .announcestate normal
  49.     } elseif {[.isstatetimeover] == "true"} {
  50.         .announcestate house
  51.         usersymbolicname playerfactory
  52.     }
  53. }
  54.  
  55.  
  56. proc factorywatch_house {} {
  57.  
  58.     # kann zerstoert oder wieder zusammengeklappt werden
  59.     if {[.iskilled] == "true"} {
  60.         .announcestate explode
  61.     } elseif {[.getartefactmode] == "true"} {
  62.         .announcestate normal
  63.     } elseif {[.isworking] == "true"} {
  64.         .announcestate working
  65.     } elseif {[.removebuilding] == "true"} {
  66.         .announcestate remove
  67.     }
  68. }
  69.  
  70. proc factorywatch_working {} {
  71.  
  72.     # kann zerstoert oder wieder zusammengeklappt werden
  73.     if {[.iskilled] == "true"} {
  74.         .announcestate explode
  75.     } elseif {[.getartefactmode] == "true"} {
  76.         .announcestate normal
  77.     } elseif {[.isworking] == "false"} {
  78.         .announcestate house
  79.     } elseif {[.removebuilding] == "true"} {
  80.         .announcestate remove
  81.     }
  82. }
  83.  
  84. proc factorywatch_explode {} {
  85.  
  86.     # Uebergang zum Artefakt oder Wegnehmen
  87.     if {[.isanimfinished] == "true"} {
  88.         if {[.getcharges] <= 0} {
  89.             .setremoveable true
  90.         } else {
  91.             .announcestate normal
  92.         .removefromisland
  93.         }
  94.     }
  95. }
  96.  
  97. proc factorywatch_remove {} {
  98.  
  99.     # Uebergang zum Artefakt oder Wegnehmen
  100.     if {[.isanimfinished] == "true"} {
  101.         if {[.getcharges] <= 0} {
  102.             .setremoveable true
  103.         } else {
  104.             .announcestate normal
  105.         .removefromisland
  106.         }
  107.     }
  108. }
  109.  
  110. proc factorywatch_backpack {} {
  111.  
  112.     # Moeglich: usgeworfen (Nicht mehr "gesammelt") oder im
  113.     # Menue gezeigt (sichtbar)
  114.     if {[.iscollected] == "false"} {
  115.         .announcestate normal
  116.     } elseif {[.isvisible] == "true"} {
  117.         .announcestate menue
  118.     }
  119. }
  120.  
  121. proc factorywatch_menu {} {
  122.  
  123.     if {[.isvisible] == "false"} {
  124.         .announcestate backpack
  125.     } elseif {[.getartefactuse] == "true"} {
  126.         .announcestate build
  127.     } elseif {[.iscollected] == "false"} {
  128.         .announcestate normal
  129.     }
  130. }
  131.  
  132. proc factorywatch_build {} {
  133.  
  134.     if {[.iskilled] == "true"} {
  135.         .announcestate explode
  136.     } elseif {[.getartefactmode] == "false"} {
  137.         .announcestate bauphase
  138.     } elseif {[.getartefactuse] == "false"} {
  139.         .announcestate backpack
  140.     }
  141. }
  142.  
  143. proc factorywatch_cinematic {} {
  144.  
  145.     # empty
  146. }    
  147.  
  148.