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Does anyone have idea how to fix this?


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Lava pools in shipwrecked give obsidian when you give them ice, but something isn't working here.



This is code:
Spoiler
local assets=
{
    Asset("ANIM", "anim/lava_pool.zip"),
}
 
local prefabs=
{
    "ash",
    "rocks",
    "charcoal",
    -- "dragoon",
    "rock1",
    "obsidian",
}
 
local LAVAPOOL_FUEL_MAX=180
local LAVAPOOL_FUEL_START=135
 
local function CollectUseActions(inst, useitem, actions, right)
    if useitem.prefab == "ice" then
        table.insert(actions, ACTIONS.GIVE)
    elseif useitem.components.cookable then
        table.insert(actions, ACTIONS.COOK)
    end
end
 
local function ShouldAcceptItem(inst, item)
    return item.prefab == "ice"
end
 
local function OnGetItemFromPlayer(inst, giver, item)
    local x, y, z = inst.Transform:GetWorldPosition()
    local obsidian = SpawnPrefab("obsidian")
    obsidian.Transform:SetPosition(x, y, z)
 
    SpawnPrefab("collapse_small").Transform:SetPosition(x, y, z)
    inst:Remove()
end
 
local function OnRefuseItem(inst, giver, item)
    print("Lavapool refuses "..tostring(item.prefab))
end
 
local function OnIgnite(inst)
end
 
local function OnExtinguish(inst)
    local x, y, z = inst.Transform:GetWorldPosition()
    --spawn some things
    local radius = 1
    local things = {"rocks", "rocks", "ash", "ash", "charcoal"}
    for i = 1, #things, 1 do
        local thing = SpawnPrefab(things)
        thing.Transform:SetPosition(x + radius * UnitRand(), y, z + radius * UnitRand())
    end
 
    inst.AnimState:ClearBloomEffectHandle()
    inst:Remove()
end
 
local function OnFloodedStart(inst)
    if inst.components.burnable then
        inst.components.burnable:Extinguish()
    end
end
 
local INTENSITY = .8


 
local function fn()
    local inst = CreateEntity()
    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddLight()
    inst.entity:AddNetwork()
 
    inst.AnimState:SetBank("lava_pool")
    inst.AnimState:SetBuild("lava_pool")
    inst.Transform:SetFourFaced()
 
    inst:AddTag("fire")
   
    if not TheWorld.ismastersim then
        return inst
    end
   
    inst.AnimState:PlayAnimation("dump")
    inst.AnimState:PushAnimation("idle_loop")
    inst.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" )
 
    inst:AddComponent("inspectable")
    inst:AddComponent("cooker")
    MakeObstaclePhysics(inst, .6)
    inst.Physics:SetCollides(false)
 
    inst:AddComponent("burnable")
    inst.components.burnable:AddBurnFX("campfirefire", Vector3(0,0,0) )
   -- inst.components.burnable:MakeNotWildfireStarter()
    inst:ListenForEvent("onextinguish", OnExtinguish)
    inst:ListenForEvent("onignite", OnIgnite)
 
    -------------------------
 
    inst:AddComponent("propagator")
    inst.components.propagator.damagerange = 1
    inst.components.propagator.damages = true
 
    inst:AddComponent("trader")
    inst.components.trader:SetAcceptTest(ShouldAcceptItem)
    inst.components.trader.onaccept = OnGetItemFromPlayer
    inst.components.trader.onrefuse = OnRefuseItem
    inst.CollectUseActions = CollectUseActions
 
    inst:AddComponent("fueled")
    inst.components.fueled.maxfuel = LAVAPOOL_FUEL_MAX
    --inst.components.fueled.accepting = false
    inst.components.fueled:SetSections(4)
    inst.components.fueled.rate = 1
 
    inst.components.fueled:SetUpdateFn( function()
        if inst.components.burnable and inst.components.fueled then
            inst.components.burnable:SetFXLevel(inst.components.fueled:GetCurrentSection(), inst.components.fueled:GetSectionPercent())
        end
    end)
       
    inst.components.fueled:SetSectionCallback( function(section)
        if section == 0 then
            inst.components.burnable:Extinguish()
 
        else
            if not inst.components.burnable:IsBurning() then
                inst.components.burnable:Ignite()
            end
           
            inst.components.burnable:SetFXLevel(section, inst.components.fueled:GetSectionPercent())
            local ranges = {1,1,1,1}
            local output = {2,5,5,10}
            inst.components.propagator.propagaterange = ranges[section]
            inst.components.propagator.heatoutput = output[section]
        end
    end)
       
    inst.components.fueled:InitializeFuelLevel(LAVAPOOL_FUEL_START)
 
    inst:AddComponent("floodable")
    inst.components.floodable.onStartFlooded = OnFloodedStart
 
    return inst
end
 
return Prefab( "common/shipwrecked/lavapool", fn, assets, prefabs)

 

Edited by Arti925
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