--*********************************************************** --** ROBERT JOHNSON ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ISTakeGenerator = ISBaseTimedAction:derive("ISTakeGenerator"); function ISTakeGenerator:isValid() return self.generator:getObjectIndex() ~= -1 and not self.generator:isConnected() end function ISTakeGenerator:waitToStart() self.character:faceThisObject(self.generator) return self.character:shouldBeTurning() end function ISTakeGenerator:update() self.character:faceThisObject(self.generator) self.character:setMetabolicTarget(Metabolics.HeavyWork); end function ISTakeGenerator:start() self:setActionAnim("Loot") self.character:SetVariable("LootPosition", "Low") self.character:reportEvent("EventLootItem") end function ISTakeGenerator:stop() ISBaseTimedAction.stop(self); end function ISTakeGenerator:perform() forceDropHeavyItems(self.character) local item = self.character:getInventory():AddItem("Base.Generator"); item:setCondition(self.generator:getCondition()); self.character:setPrimaryHandItem(item); self.character:setSecondaryHandItem(item); if self.generator:getFuel() > 0 then item:getModData()["fuel"] = self.generator:getFuel(); end self.character:getInventory():setDrawDirty(true); self.generator:remove(); -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISTakeGenerator:new(character, generator, time) local o = {} setmetatable(o, self) self.__index = self o.character = getSpecificPlayer(character); o.generator = generator; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; if o.character:isTimedActionInstant() then o.maxTime = 1; end return o; end