CCG/Example: Industry (Multiple Industry)

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Contents

Industry (Multiple Industry)

Directory Structure

A typical asset of this kind has the following File\Directory Structure:

CCG industry multiple dir1.jpg


Required Files

config.txt - The config file for the asset.

thumb.jpg - The thumbnail image for this asset. A 240x180 jpeg.

concrete.texture.txt, concrete.tga, recess.texture.txt, recess.tga - The texture files used for the industry asset. See the section on Texture.txt files on Page 96 for more information.

icon_multiple.tga - The image files used as an icon for the industry.

multiple_industry.im - The indexed mesh used for the Industry asset.

multiple_industry.gs - The script file used to control the behavior of the industry.


Config.txt File Listing

kuid                      <kuid:56113:1001>
trainz-build              2.5
category-class            "BIN"
category-region           "00"
category-era              "1810s"
username                  "testIndustry"
kind                      "industry"
light                     1
nightmode                 "lamp"
script                    "multipleindustry.gs"
class                     "MultipleIndustry"
preview-mesh-kuid         <kuid:-3:10154>
icon0                     <kuid:-3:10164>
description               "Test Industry asset. Based on the Mulitple Industry New."
kuid-table
{
  coal                    <kuid:44179:60013>
  diesel                  <kuid:-3:10011>
  cont20ft                <kuid:-3:10014>
  gengoods                <kuid:-3:10013>
  logs                    <kuid:-3:10001>
  lumber                  <kuid:-3:10003>
  water                   <kuid:-3:10004>
}
  
mesh-table
{
  default
    {
      mesh                "Multiple_Industry.im"
      auto-create         1
      effects
       {
        arrow0
         {
           att            "a.track0a"
           default-mesh   <kuid:-3:10092>
           surveyor-only  1
           kind           "attachment"
         }
        arrow1
         {
           att            "a.track0f"
           default-mesh   <kuid:-3:10092>
           surveyor-only  1
           kind           "attachment"
         }
       }
    }
}
attached-track
{
  out_track0
    {
      track               <kuid:-1:15>
      vertices
        {
          0               "a.track0a"
          1               "a.track0b"
          2               "a.track0c"
          3               "a.track0d"
          4               "a.track0e"
          5               "a.track0f"
        }
    }
}
attached-trigger
{
  trig0
    {
      att                 "a.track0b"
      radius              10
    }
  trig1
    {
      att                 "a.track0c"
      radius              10
    }
  trig2
    {
      att                 "a.track0d"
      radius              10
    }
  trig3
    {
      att                 "a.track0e"
      radius              10
    }
}
  
queues
{
  20ft_cont_q
    {
      size                100
      initial-count       50
      product-kuid        <kuid:-3:10014>
      allowed-products
        {
          0               <kuid:-3:10014>
        }
    }
  gen_goods_q
    {
      size                100
      initial-count       50
      product-kuid        <kuid:-3:10013>
      allowed-products
        {
          0               <kuid:-3:10013>
        }
    }
  logs_q
    {
      size                90
      initial-count       45
      product-kuid        <kuid:-3:10001>
      allowed-products
        {
          0               <kuid:-3:10001>
        }
    }
  lumber_q
    {
      size                51
      initial-count       25
      product-kuid        <kuid:-3:10003>
      allowed-products
        {
          0               <kuid:-3:10003>
        }
    }
  coal_q
    {
      size                1086000
      initial-count       543000
      product-kuid        <kuid:44179:60013>
      allowed-products
        {
          0               <kuid:44179:60013>
        }
    }
  diesel_q
    {
      size                1164000
      initial-count       582000
      product-kuid        <kuid:-3:10011>
      allowed-products
        {
          0               <kuid:-3:10011>
        }
    }
  water_q
    {
      size                15000
      initial-count       10000
      animated-mesh       "default"
      product-kuid        <kuid:-3:10004>
      allowed-products
        {
          0               <kuid:-3:10004>
        }
    }
}
processes
{
   multi_consumer_producer
     {
       start-enabled      1
       duration           30
     }
}
inputs
{
  0
     {
       amount             1
       queue              "20ft_cont_q"
     }
  1
     {
       amount             1
       queue              "gen_goods_q"
     }
 
 
 
  3
    {
      amount              1
      queue               "logs_q"
    }
  4
    {
      amount              100000
      queue               "coal_q"
    }
  5
    {
      amount              100000
      queue               "diesel_q"
    }
  6
    {
      amount              100
      queue               "water_q"
    }
}
  
outputs
{
  0
    {
      amount              1
      queue               "20ft_cont_q"
    }
  1
    {
      amount              1
      queue               "gen_goods_q"
    }
  2
    {
      amount              1
      queue               "logs_q"
    }
  3
    {
      amount              100000
      queue               "coal_q"
    }
  4
    {
      amount              100000
      queue               "diesel_q"
    }
  5
    {
      amount              100
      queue               "water_q"
    }
}
  
string-table
{
   multi_pickupdropoff   "Multiple Pickup/Drop off"
}
 
thumbnails
{
  0
    {
      image              "icon_multiple.tga"
      width              64
      height             64
    }
  1
    {
      image              "thumb.jpg"
      width              240
      height             180
    }
}


Script Listing

multipleindustry.gs

include "BaseIndustry.gs"
  
//
// MultipleIndustry industry
//
class MultipleIndustry isclass BaseIndustry
{
 ProductQueue crudeOilQueue, dieselQueue, petrolQueue, coalQueue, cont20ftQueue, cont0ftQueue;
 ProductQueue gengoodsQueue, logsQueue, lumberQueue, woodchipsQueue, waterQueue, avgasQueue;
  
 Asset crudeOilAsset, dieselAsset, petrolAsset, coalAsset, cont20ftAsset, cont0ftAsset, gengoodsAsset;
 Asset logsAsset, lumberAsset, woodchipsAsset, waterAsset, avgasAsset;
  
   bool animating = false;
   bool processing = false;
   bool scriptletEnabled = true;
  
// Track if they only supply some of the logs that were requested in the waybill.
  
   int avWBRemain = 0;
   int cont20WBRemain = 0;
   int cont0WBRemain = 0;
   int goodsWBRemain = 0;
   int logWBRemain = 0;
   int lumberWBRemain = 0;
   int coalWBRemain = 0;
   int woodchipWBRemain = 0;
   int oilWBRemain = 0;
   int dieselWBRemain = 0;
   int petrolWBRemain = 0;
   int waterWBRemain = 0;
   //
   //
   //
   bool TriggerSupportsStoppedLoad(Vehicle vehicle, string triggerName)
   {
      bool vehicleToTrain = vehicle.GetFacingRelativeToTrain();
      int direction = vehicle.GetRelationToTrack(me, "out_track0");
      if (!vehicleToTrain)
                  direction = -direction;
   // Are we up to the furthest trigger away from the side we entered for diesel?
      if (direction == Vehicle.DIRECTION_BACKWARD and triggerName == "trig3")
          return true;
      if (direction == Vehicle.DIRECTION_FORWARD and triggerName == "trig0")
          return true;
    // If the train has already stopped, then fall thru and allow this load as well
      if (triggerName == "trig0" or triggerName == "trig" or triggerName == "trig2" or triggerName == "trig3")
      {
          if (vehicle.GetMyTrain().IsStopped())
           return true;
      }
           return false;
   }
  
   void PerformStoppedLoad(Vehicle vehicle, string triggerName)
   {
    if (triggerName == "trig0" or triggerName == "trig" or triggerName == "trig2" or triggerName == "trig3")
      {
  
          bool avWBModified = false;
          bool cont20WBModified = false;
          bool cont40WBModified = false;
          bool goodsWBModified = false;
          bool logWBModified = false;
          bool lumberWBModified = false;
          bool coalWBModified = false;
          bool woodchipWBModified = false;
          bool oilWBModified = false;
          bool dieselWBModified = false;
          bool petrolWBModified = false;
          bool waterWBModified = false;
          int spaceAvailable;
          LoadingReport report;
          int direction;
          if (itc.IsTrainCommand(vehicle.GetMyTrain(), Industry.LOAD_COMMAND))
  
  {
      // Attempt to load everything! ;)
      //
      // Load the crudeoil
      //
    if (GetProcessOutput("multi_consumer_producer",crudeOilQueue, crudeOilAsset) > 0)
      {
          spaceAvailable = crudeOilQueue.GetQueueCount();
    report = CreateLoadingReport(crudeOilQueue,spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
          else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
          if (report.amount > 0)
           oilWBModified = true;
      }
  
      //
      // Load the diesel
      //
    if (GetProcessOutput("multi_consumer_producer",dieselQueue, dieselAsset) > 0)
      {
          spaceAvailable = dieselQueue.GetQueueCount();
       report = CreateLoadingReport(dieselQueue, spaceAvailable);
       direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
          if (report.amount > 0)
           dieselWBModified = true;
      }
      //
      // Load the petrol
      //
      if (GetProcessOutput("multi_consumer_producer",petrolQueue, petrolAsset) > 0)
      {
          spaceAvailable = petrolQueue.GetQueueCount();
      report = CreateLoadingReport(petrolQueue,spaceAvailable);
  
       direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
        // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
          if (report.amount > 0)
           petrolWBModified = true;
      }
  
      //
      // Load the coal
      //
  
  
     if (GetProcessOutput("multi_consumer_producer",coalQueue, coalAsset) > 0)
    {
        spaceAvailable = coalQueue.GetQueueCount();
    report = CreateLoadingReport(coalQueue,spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
        if (direction == Vehicle.DIRECTION_FORWARD)
         report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
  
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
        if (report.amount > 0)
         coalWBModified = true;
    }
    //
    // Load the cont20
    //
    if (GetProcessOutput("multi_consumer_producer",cont20ftQueue, cont20ftAsset) > 0)
    {
        spaceAvailable = cont20ftQueue.GetQueueCount();
    report = CreateLoadingReport(cont20ftQueue,spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
        if (direction == Vehicle.DIRECTION_FORWARD)
         report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
    // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
           if (report.amount > 0)
           cont20WBModified = true;
      }
    //
    // Load the cont0
    //
     if (GetProcessOutput("multi_consumer_producer", cont0ftQueue, cont0ftAsset) > 0)
      {
          spaceAvailable = cont0ftQueue.GetQueueCount();
      report = CreateLoadingReport(cont0ftQueue, spaceAvailable);
       direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
  
        // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
          if (report.amount > 0)
           cont40WBModified = true;
      }
    // Load the gengoods
    //
     if (GetProcessOutput("multi_consumer_producer", gengoodsQueue, gengoodsAsset) > 0)
      {
          spaceAvailable = gengoodsQueue.GetQueueCount();
      report = CreateLoadingReport(gengoodsQueue, spaceAvailable);
       direction = vehicle.GetRelationToTrack(me, "out_ track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
  
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
        if (report.amount > 0)
         goodsWBModified = true;
    }
    //
    // Load the logs
    //
   if (GetProcessOutput("multi_consumer_producer", logsQueue, logsAsset) > 0)
    {
        spaceAvailable = logsQueue.GetQueueCount();
    report = CreateLoadingReport(logsQueue, spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
        if (direction == Vehicle.DIRECTION_FORWARD)
         report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
  
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
       if (report.amount > 0)
         logWBModified = true;
    }
    //
    // Load the lumber
    //
   if (GetProcessOutput("multi_consumer_producer", lumberQueue, lumberAsset) > 0)
    {
        spaceAvailable = lumberQueue.GetQueueCount();
       report = CreateLoadingReport(lumberQueue, spaceAvailable);
       direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
  
        // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
          if (report.amount > 0)
           lumberWBModified = true;
      }
      //
      // Load the woodchips
      //
     if (GetProcessOutput("multi_consumer_producer", woodchipsQueue, woodchipsAsset) > 0)
      {
          spaceAvailable = woodchipsQueue.GetQueueCount();
      report = CreateLoadingReport(woodchipsQueue, spaceAvailable);
       direction = vehicle.GetRelationToTrack(me, "out_track0");
          if (direction == Vehicle.DIRECTION_FORWARD)
           report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
           report.sideFlags = LoadingReport.RIGHT_SIDE;
          vehicle.LoadProduct(report);
  
        // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
          if (report.amount > 0)
           woodchipWBModified = true;
      }
      //
      // Load the water
      //
   if (GetProcessOutput("multi_consumer_producer", waterQueue, waterAsset) > 0)
    {
        spaceAvailable = waterQueue.GetQueueCount();
    report = CreateLoadingReport(waterQueue, spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
        if (direction == Vehicle.DIRECTION_FORWARD)
         report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
  
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
        if (report.amount > 0)
         waterWBModified = true;
    }
    //
    // Load the avgas
    //
   if (GetProcessOutput("multi_consumer_producer",avgasQueue, avgasAsset) > 0)
    {
        spaceAvailable = avgasQueue.GetQueueCount();
    report = CreateLoadingReport(avgasQueue, spaceAvailable);
     direction = vehicle.GetRelationToTrack(me, "out_track0");
        if (direction == Vehicle.DIRECTION_FORWARD)
         report.sideFlags = LoadingReport.LEFT_SIDE;
   else if (direction == Vehicle.DIRECTION_BACKWARD)
         report.sideFlags = LoadingReport.RIGHT_SIDE;
        vehicle.LoadProduct(report);
  
      // Already done something to the queue? if so, set flag so that we don't unload it again. (just for this multi ind)
  
        if (report.amount > 0)
           avWBModified = true;
        }
    }
  
   if (itc.IsTrainCommand(vehicle.GetMyTrain(), Industry. UNLOAD_COMMAND))
    {
        // Attemp to unload everything! ;)
        //
        // Unload the crudeoil
        //
  
      if (GetProcessInput("multi_consumer_producer", crudeOilQueue, crudeOilAsset) > 0)
        {
            if (!oilWBModified)
            {
                spaceAvailable = crudeOilQueue.GetQueueSpace();
                report = CreateUnloadingReport(crudeOilQueue, spaceAvailable);
                direction = vehicle.GetRelationToTrack(me, "out_track0");
                if (direction == Vehicle.DIRECTION_FORWARD)
                 report.sideFlags = LoadingReport.LEFT_SIDE;
     else if (direction == Vehicle.DIRECTION_BACKWARD)
                 report.sideFlags = LoadingReport.RIGHT_SIDE;
                vehicle.UnloadProduct(report);
  
        // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
                if (oilWBRemain > 0)
                 oilWBRemain = oilWBRemain - report.amount;
            }
        }
        //
        // Unload the diesel
        //
    if (GetProcessInput("multi_consumer_producer", dieselQueue, dieselAsset) > 0)
    {
        if (!dieselWBModified)
        {
            spaceAvailable = dieselQueue.GetQueueSpace();
            report = CreateUnloadingReport(dieselQueue, spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
            report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
            report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
      // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
            if (dieselWBRemain > 0)
            dieselWBRemain = dieselWBRemain - report.amount;
        }
    }
    //
    // Unload the petrol
    //
    if (GetProcessInput("multi_consumer_producer",petrolQueue, petrolAsset) > 0)
    {
        if (!petrolWBModified)
        {
            spaceAvailable = petrolQueue.GetQueueSpace();
            report = CreateUnloadingReport(petrolQueue,spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
            report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
            report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
       // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
            if (petrolWBRemain > 0)
            petrolWBRemain = petrolWBRemain - report.amount;
         }
  
     }
     //
     // Unload the coal
     //
    if (GetProcessInput("multi_consumer_producer",coalQueue, coalAsset) > 0)
     {
         if (!coalWBModified)
         {
             spaceAvailable = coalQueue.GetQueueSpace();
             report = CreateUnloadingReport(coalQueue, spaceAvailable);
             direction = vehicle.GetRelationToTrack(me, "out_track0");
             if (direction == Vehicle.DIRECTION_FORWARD)
             report.sideFlags = LoadingReport.LEFT_SIDE;
             else if (direction == Vehicle.DIRECTION_BACKWARD)
             report.sideFlags = LoadingReport.RIGHT_SIDE;
             vehicle.UnloadProduct(report);
  
       // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
             if (coalWBRemain > 0)
             coalWBRemain = coalWBRemain - report.amount;
         }
     }
     //
     // Unload the cont20
     //
    if (GetProcessInput("multi_consumer_producer",cont20ftQueue, cont20ftAsset) > 0)
    {
        if (!cont20WBModified)
        {
            spaceAvailable = cont20ftQueue.GetQueueSpace();
            report = CreateUnloadingReport(cont20ftQueue,spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
            report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
            report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
      // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
            if (cont20WBRemain > 0)
             cont20WBRemain = cont20WBRemain - report.amount;
        }
    }
    //
    // Unload the cont0
    //
   if (GetProcessInput("multi_consumer_producer",cont0ftQueue, cont0ftAsset) > 0)
    {
        if (!cont40WBModified)
        {
            spaceAvailable = cont0ftQueue.GetQueueSpace();
            report = CreateUnloadingReport(cont0ftQueue,spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
              report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
              report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
       // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
        if (cont0WBRemain > 0)
         cont0WBRemain = cont0WBRemain - report.amount;
         }
     }
     //
     // Unload the gengoods
     //
    if (GetProcessInput("multi_consumer_producer", gengoodsQueue, gengoodsAsset) > 0)
     {
         if (!goodsWBModified)
         {
           spaceAvailable = gengoodsQueue.GetQueueSpace();
           report = CreateUnloadingReport(gengoodsQueue, spaceAvailable);
           direction = vehicle.GetRelationToTrack(me, "out_track0");
           if (direction == Vehicle.DIRECTION_FORWARD)
             report.sideFlags = LoadingReport.LEFT_SIDE;
           else if (direction == Vehicle.DIRECTION_BACKWARD)
             report.sideFlags = LoadingReport.RIGHT_SIDE;
           vehicle.UnloadProduct(report);
  
       // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
         if (goodsWBRemain > 0)
              goodsWBRemain = goodsWBRemain - report.amount;
         }
     }
     //
     // Unload the logs
     //
    if (GetProcessInput("multi_consumer_producer", logsQueue, logsAsset) > 0)
        {
          if (!logWBModified)
        {
            spaceAvailable = logsQueue.GetQueueSpace();
            report = CreateUnloadingReport(logsQueue, spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
              report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
              report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
      // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
     if (logWBRemain > 0)
             logWBRemain = logWBRemain - report.amount;
        }
    }
    //
    // Unload the lumber
    //
   if (GetProcessInput("multi_consumer_producer", lumberQueue, lumberAsset) > 0)
    {
        if (!lumberWBModified)
        {
            spaceAvailable = lumberQueue.GetQueueSpace();
            report = CreateUnloadingReport(lumberQueue,spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
              report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
              report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
  
    // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
        if (lumberWBRemain > 0)
            lumberWBRemain = lumberWBRemain - report.amount;
           }
       }
       //
       // Unload the woodchips
       //
      if (GetProcessInput("multi_consumer_producer", woodchipsQueue, woodchipsAsset) > 0)
       {
           if (!woodchipWBModified)
           {
               spaceAvailable = woodchipsQueue.GetQueueSpace();
               report = CreateUnloadingReport(woodchipsQueue, spaceAvailable);
               direction = vehicle.GetRelationToTrack(me, "out_track0");
               if (direction == Vehicle.DIRECTION_FORWARD)
                 report.sideFlags = LoadingReport.LEFT_SIDE;
               else if (direction == Vehicle.DIRECTION_BACKWARD)
                 report.sideFlags = LoadingReport.RIGHT_SIDE;
               vehicle.UnloadProduct(report);
  
         // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
      if (woodchipWBRemain > 0)
           woodchipWBRemain = woodchipWBRemain - report.amount;
           }
       }
    //
    // Unload the water
    //
   if (GetProcessInput("multi_consumer_producer",waterQueue, waterAsset) > 0)
    {
        if (!waterWBModified)
        {
            spaceAvailable = waterQueue.GetQueueSpace();
            report = CreateUnloadingReport(waterQueue, spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
              report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
              report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
      // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
            if (waterWBRemain > 0)
             waterWBRemain = waterWBRemain - report.amount;
        }
    }
    //
    // Unload the avgas
    //
   if (GetProcessInput("multi_consumer_producer",avgasQueue, avgasAsset) > 0)
    {
        if (!avWBModified)
        {
            spaceAvailable = avgasQueue.GetQueueSpace();
            report = CreateUnloadingReport(avgasQueue, spaceAvailable);
            direction = vehicle.GetRelationToTrack(me, "out_track0");
            if (direction == Vehicle.DIRECTION_FORWARD)
              report.sideFlags = LoadingReport.LEFT_SIDE;
            else if (direction == Vehicle.DIRECTION_BACKWARD)
              report.sideFlags = LoadingReport.RIGHT_SIDE;
            vehicle.UnloadProduct(report);
  
     // Ensure we are tracking this if we are waiting for a way bill to complete in its entirety
  
              if (avWBRemain > 0)
                  avWBRemain = avWBRemain - report.amount;
                  }
              }
          }
      }
  }
  //
  //
  //
  thread void MultipleMain(void)
  {
      Message msg;
      Vehicle vehicle;
      string triggerName;
      wait()
      {
                     // ?
          on "Scriptlet-Enabled", "":
          {
              if (!scriptletEnabled)
              {
                  scriptletEnabled = true;
                  SetProcessEnabled("multi_consumer_producer", true);
              }
              continue;
          }
        // ?
        on "Scriptlet-Enabled", "0":
        {
            if (scriptletEnabled)
            {
                scriptletEnabled = false;
                SetProcessEnabled("multi_consumer_producer", false);
            }
            continue;
        }
    }
 }
 // called by the game once when a process is ready to start (see Industry.gs)
 void NotifyProcessStarted(string processName)
 {
    //Interface.Print("A process in the oil refinery has started.");
    if (PerformProcessInput(processName))
    {
    // we are making the assumption that there is only one process, "multi_consumer_producer"
        PerformProcessStarted(processName);
    }
    else
        PerformProcessCancelled(processName);
 }
 //
 // Called by the game once when a process is ready to stop (see Industry.gs)
 //
 void NotifyProcessFinished(string processName)
 {
  //Interface.Print("A process in the oil refinery has finished.");

    processing = false;
    if (!animating)
       {
          PerformProcessOutput(processName);
          PerformProcessFinished(processName);
                          PostMessage(me,"GenericIndustry", "ProcessComplete", 0.0f);
      }
  }
  //
  //
  //
  public void Init(void)
  {
      inherited();
      usePipeAnimation = false;
      useGenericViewDetails = true;
  
      // initialize queues
      crudeOilQueue = GetQueue("crude_oil_q");
      dieselQueue = GetQueue("diesel_q");
      petrolQueue = GetQueue("petrol_q");
      coalQueue = GetQueue("coal_q");
      cont20ftQueue = GetQueue("20ft_cont_q");
      cont0ftQueue = GetQueue("0ft_cont_q");
      gengoodsQueue = GetQueue("gen_goods_q");
      logsQueue = GetQueue("logs_q");
      lumberQueue = GetQueue("lumber_q");
      woodchipsQueue = GetQueue("woodchips_q");
      waterQueue = GetQueue("water_q");
      avgasQueue = GetQueue("av_in_q");
      crudeOilAsset = GetAsset().FindAsset("oil");
      dieselAsset = GetAsset().FindAsset("diesel");
      petrolAsset = GetAsset().FindAsset("petrol");
      coalAsset = GetAsset().FindAsset("coal");
      cont20ftAsset = GetAsset().FindAsset("cont20ft");
      cont0ftAsset = GetAsset().FindAsset("cont0ft");
      gengoodsAsset = GetAsset().FindAsset("gengoods");
      logsAsset = GetAsset().FindAsset("logs");
      lumberAsset = GetAsset().FindAsset("lumber");
      woodchipsAsset = GetAsset().FindAsset("woodchips");
      waterAsset = GetAsset().FindAsset("water");
      avgasAsset = GetAsset().FindAsset("avgas");
      AddAssetToIndustryProductInfo("oil", "crude_oil_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("petrol", "petrol_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("diesel", "diesel_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("coal", "coal_q", "multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("cont20ft", "20ft_cont_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("cont0ft", "0ft_cont_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("gengoods", "gen_goods_q", "multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("logs", "logs_q", "multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("lumber", "lumber_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("woodchips","woodchips_q", "multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("water", "water_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("avgas", "av_in_q","multi_consumer_producer", true, false);
      AddAssetToIndustryProductInfo("oil", "crude_oil_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("petrol", "petrol_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("diesel", "diesel_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("coal", "coal_q", "multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("cont20ft", "20ft_cont_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("cont0ft", "0ft_cont_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("gengoods", "gen_goods_q", "multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("logs", "logs_q", "multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("lumber", "lumber_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("woodchips","woodchips_q", "multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("water", "water_q","multi_consumer_producer", false);
      AddAssetToIndustryProductInfo("avgas", "av_in_q","multi_consumer_producer", false);
  
   // stop animation on refinery mesh - fueling doors are shut and not animated
  
      StopMeshAnimation("fuelling_doors");
      SetMeshAnimationFrame("fuelling_doors", 0);
      MultipleMain();
  }
  public Requirement[] GetRequirements(void)
  {
      Requirement[] ret = new Requirement[0];
      int rate = 0;
   rate = GetProcessInput("multi_consumer_producer", GetQueue("20ft_cont_q"), GetAsset().FindAsset("cont20ft"));
      if (rate > 0)
      {
    if (cont20ftQueue.GetQueueCount() < 30 or cont20WBRemain > 0)
          {
          ResourceRequirement req = new ResourceRequirement();
     req.resource = cont20ftQueue.GetProductFilter().GetProducts()[0];
  
 // This is how many we have asked for. Wait till it is fullfilled,
 // if we are not already waiting for a waybill to be completed.
       req.amount = 30;
       if (cont20ftQueue.GetQueueCount() < 30 and cont20WBRemain == 0)
         cont20WBRemain = 30;
       req.dst = me;
       req.dstQueue = cont20ftQueue;
       ret[ret.size()] = req;
     }
 }
 rate = GetProcessInput("multi_consumer_producer",GetQueue("0ft_cont_q"), GetAsset().FindAsset("cont0ft"));
  
 if (rate > 0)
 {
  if (cont0ftQueue.GetQueueCount() < 30 or cont0WBRemain > 0)
     {
     ResourceRequirement req = new ResourceRequirement();
     req.resource = cont0ftQueue.GetProductFilter().GetProducts()[0];
 // This is how many we have asked for. Wait till it is fullfilled,
 // if we are not already waiting for a waybill to be completed.
  
       req.amount = 30;
     if (cont0ftQueue.GetQueueCount() < 30 and cont0WBRemain == 0)
          cont0WBRemain = 30;
          req.dst = me;
          req.dstQueue = cont0ftQueue;
          ret[ret.size()] = req;
     }
 }
 rate = GetProcessInput("multi_consumer_producer", GetQueue("gen_goods_q"), GetAsset().FindAsset("gengoods"));
 if (rate > 0)
 {
  if (gengoodsQueue.GetQueueCount() <  or goodsWBRemain > 0)
     {
     ResourceRequirement req = new ResourceRequirement();
     req.resource = gengoodsQueue.GetProductFilter().
     GetProducts()[0];
  
  
 // This is how many we have asked for. Wait till it is fullfilled,
 // if we are not already waiting for a waybill to be completed.
         req.amount = 0;
         if (gengoodsQueue.GetQueueCount() <  and goodsWBRemain == 0)
           goodsWBRemain = 0;
         req.dst = me;
         req.dstQueue = gengoodsQueue;
         ret[ret.size()] = req;
       }
     }
    rate = GetProcessInput("multi_consumer_producer", GetQueue("logs_q"), GetAsset().FindAsset("logs"));
       if (rate > 0)
       {
           if (logsQueue.GetQueueCount() < 2 or logWBRemain > 0)
           {
            ResourceRequirement req = new ResourceRequirement();
            req.resource = logsQueue.GetProductFilter().GetProducts()[0];
  
      // This is how many we have asked for. Wait till it is fullfilled,
      // if we are not already waiting for a waybill to be completed.
              req.amount = 0;
      if (logsQueue.GetQueueCount() < 2 and logWBRemain == 0)
              logWBRemain = 0;
              req.dst = me;
              req.dstQueue = logsQueue;
              ret[ret.size()] = req;
           }
       }
    rate = GetProcessInput("multi_consumer_producer",
    GetQueue("lumber_q"), GetAsset().FindAsset("lumber"));
       if (rate > 0)
       {
    if (lumberQueue.GetQueueCount() < 0 or lumberWBRemain > 0)
     {
     ResourceRequirement req = new ResourceRequirement();
     req.resource = lumberQueue.GetProductFilter().GetProducts()[0];
  
   // This is how many we have asked for. Wait till it is fullfilled,
   // if we are not already waiting for a waybill to be completed.
       req.amount = 30;
       if (lumberQueue.GetQueueCount() < 0 and lumberWBRemain == 0)
          lumberWBRemain = 30;
       req.dst = me;
       req.dstQueue = lumberQueue;
       ret[ret.size()] = req;
     }
  }
  rate = GetProcessInput("multi_consumer_producer",GetQueue("coal_q"), GetAsset().FindAsset("coal"));
  if (rate > 0)
  {
  if (coalQueue.GetQueueCount() < 2700 or coalWBRemain > 0) // 7 mins till empty
     {
     ResourceRequirement req = new ResourceRequirement();
     req.resource = coalQueue.GetProductFilter().GetProducts()[0];
  // This is how many we have asked for. Wait till it is fullfilled,
  // if we are not already waiting for a waybill to be completed.
     req.amount = 00;
     if (coalQueue.GetQueueCount() < 2700 and coalWBRemain == 0)
     coalWBRemain = 00;           //  hoppers
         req.dst = me;
         req.dstQueue = coalQueue;
         ret[ret.size()] = req;
        }
   }
   rate = GetProcessInput("multi_consumer_producer", GetQueue("woodchips_q"), GetAsset().FindAsset("woodchips"));
   if (rate > 0)
   {
    if (woodchipsQueue.GetQueueCount() < 00 or woodchipWBRemain > 0) // 3 gondolas
       {
       ResourceRequirement req = new ResourceRequirement();
       req.resource = woodchipsQueue.GetProductFilter().GetProducts()[0];
    // This is how many we have asked for. Wait till it is fullfilled,
    // if we are not already waiting for a waybill to be completed.
         req.amount = 00;
         if (woodchipsQueue.GetQueueCount() < 00 and woodchipWBRemain == 0)
            woodchipWBRemain = 00;             //  gondolas
         req.dst = me;
         req.dstQueue = woodchipsQueue;
         ret[ret.size()] = req;
       }
   }
   rate = GetProcessInput("multi_consumer_producer", GetQueue("crude_oil_q"), GetAsset().FindAsset("oil"));
   if (rate > 0)
   {
    if (crudeOilQueue.GetQueueCount() < 2700 or oilWBRemain > 0) // approx  min to empty
       {
       ResourceRequirement req = new ResourceRequirement();
       req.resource = crudeOilQueue.GetProductFilter().GetProducts()[0];
   // This is how many we have asked for. Wait till it is fullfilled,
   // if we are not already waiting for a waybill to be completed.
        req.amount = 3000;
        if (crudeOilQueue.GetQueueCount() < 2700 and oilWBRemain == 0)
          oilWBRemain = 3000;          // 0 tank cars
        req.dst = me;
        req.dstQueue = crudeOilQueue;
        ret[ret.size()] = req;
     }
 }
 rate = GetProcessInput("multi_consumer_producer",GetQueue("diesel_q"), GetAsset().FindAsset("diesel"));
  if (rate > 0)
 {
   if (dieselQueue.GetQueueCount() < 23200 or dieselWBRemain > 0) //  tankers
     {
     ResourceRequirement req = new ResourceRequirement();
     req.resource = dieselQueue.GetProductFilter().GetProducts()[0];
  // This is how many we have asked for. Wait till it is fullfilled,
  // if we are not already waiting for a waybill to be completed.
       req.amount = 77000;
       if (dieselQueue.GetQueueCount() < 23200 and dieselWBRemain == 0)
          dieselWBRemain = 77000;         // 20 tankers
       req.dst = me;
       req.dstQueue = dieselQueue;
       ret[ret.size()] = req;
     }
 }
 rate = GetProcessInput("multi_consumer_producer",GetQueue("petrol_q"), GetAsset().FindAsset("petrol"));
   if (rate > 0)
 {
   if (petrolQueue.GetQueueCount() < 7700 or petrolWBRemain > 0) // 2 tankers approx 0 min
     {
        ResourceRequirement req = new ResourceRequirement();
        req.resource = petrolQueue.GetProductFilter().GetProducts()[0];
  // This is how many we have asked for. Wait till it is fullfilled,
  // if we are not already waiting for a waybill to be completed.
       req.amount = 00;
       if (petrolQueue.GetQueueCount() < 7700 and petrolWBRemain == 0)
            petrolWBRemain = 00;           // 3 tankers
       req.dst = me;
       req.dstQueue = petrolQueue;
       ret[ret.size()] = req;
     }
   }
   /* NOT BEING USED AS WE HAVE NO WAY OF TRANSPORTING WATER YET
  
   rate = GetProcessInput("multi_consumer_producer",GetQueue("water_q"), GetAsset().FindAsset("water"));
   if (rate > 0)
   {
    if (waterQueue.GetQueueCount() < 7700 or waterWBRemain > 0) // 2 tankers approx 0 min // VAUGHAN EDIT
       {
       ResourceRequirement req = new ResourceRequirement();
       req.resource = waterQueue.GetProductFilter().GetProducts()[0];
  // This is how many we have asked for. Wait till it is fullfilled,
  // if we are not already waiting for a waybill to be completed.
      req.amount = 00;         // VAUGHAN EDIT
      if (waterQueue.GetQueueCount() < 7700 and petrolWBRemain == 0) // VAUGHAN EDIT
        waterWBRemain = 00;                   // 3 tankers     //  VAUGHAN EDIT
      req.dst = me;
      req.dstQueue = waterQueue;
      ret[ret.size()] = req;
        }
    }*/
  rate = GetProcessInput("multi_consumer_producer",GetQueue("av_in_q"), GetAsset().FindAsset("avgas"));
    if (rate > 0)
    {
  if (avgasQueue.GetQueueCount() < 000 or avWBRemain > 0) // approx 2% of full
        {
        ResourceRequirement req = new ResourceRequirement();
        req.resource = avgasQueue.GetProductFilter().GetProducts()[0];
  // This is how many we have asked for. Wait till it is fullfilled,
  // if we are not already waiting for a waybill to be completed.
  
            req.amount = 00;         // 2 tank cars
            if (avgasQueue.GetQueueCount() < 000 and avWBRemain == 0)
              avWBRemain = 00;
            req.dst = me;
            req.dstQueue = avgasQueue;
            ret[ret.size()] = req;
        }
    }
    return ret;
 }
 public void AppendDriverDestinations(string[] destNames,string[] destTracks)
 {
    StringTable stringTable = GetAsset().GetStringTable();
    destNames[destNames.size()] = stringTable.GetString("multi_PickupDropoff");
    destTracks[destTracks.size()] = "out_track0";
 }
  
};


Download this asset

This asset is available for download from the TRS2006 website at:

http://files.auran.com/TRS2006/Downloads/Example_Download.zip


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