--*********************************************************** --** THE INDIE STONE ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ISActivateGenerator = ISBaseTimedAction:derive("ISActivateGenerator"); function ISActivateGenerator:isValid() if self.activate == self.generator:isActivated() then return false end if self.activate and not self.generator:isConnected() or self.generator:getFuel() <= 0 or self.generator:getCondition() <= 0 then return false end return self.generator:getObjectIndex() ~= -1 end function ISActivateGenerator:waitToStart() self.character:faceThisObject(self.generator) return self.character:shouldBeTurning() end function ISActivateGenerator:update() self.character:faceThisObject(self.generator) end function ISActivateGenerator:start() self:setActionAnim("Loot") self.character:SetVariable("LootPosition", "Low") self.character:reportEvent("EventLootItem") end function ISActivateGenerator:stop() ISBaseTimedAction.stop(self); end function ISActivateGenerator:perform() if self.activate and self.generator:getCondition() <= 50 and ZombRand(2) == 0 then self.generator:failToStart() else self.generator:setActivated(self.activate) end -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISActivateGenerator:new(character, generator, activate, time) local o = {} setmetatable(o, self) self.__index = self o.character = getSpecificPlayer(character); o.activate = activate; o.generator = generator; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; if o.character:isTimedActionInstant() then o.maxTime = 1 end return o; end