--*********************************************************** --** THE INDIE STONE ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ISConnectCarBatteryToChargerAction = ISBaseTimedAction:derive("ISConnectCarBatteryToChargerAction") function ISConnectCarBatteryToChargerAction:isValid() return self.charger:getObjectIndex() ~= -1 and self.character:getInventory():contains(self.battery) end function ISConnectCarBatteryToChargerAction:waitToStart() self.character:faceThisObject(self.charger) return self.character:shouldBeTurning() end function ISConnectCarBatteryToChargerAction:start() self.battery:setJobType(getText("ContextMenu_AddBattery")) self.battery:setJobDelta(0.0) self:setActionAnim("Loot") self.character:SetVariable("LootPosition", "Low") end function ISConnectCarBatteryToChargerAction:update() self.character:faceThisObject(self.charger) self.battery:setJobDelta(self:getJobDelta()) end function ISConnectCarBatteryToChargerAction:stop() self.battery:setJobDelta(0.0) ISBaseTimedAction.stop(self) end function ISConnectCarBatteryToChargerAction:perform() self.battery:setJobDelta(0.0) local sq = self.charger:getSquare() local args = { x = sq:getX(), y = sq:getY(), z = sq:getZ() } args.battery = self.battery sendClientCommand(self.character, 'carBatteryCharger', 'connectBattery', args) -- needed to remove from queue / start next. ISBaseTimedAction.perform(self) end function ISConnectCarBatteryToChargerAction:new(character, charger, battery, time) local o = ISBaseTimedAction.new(self, character) o.stopOnWalk = true o.stopOnRun = true o.maxTime = time o.character = character o.charger = charger o.battery = battery return o end