Remove redundant function fn_check_owner_friends

Fn_check_access provides the same functionality and more.

Removed folders that only contained a single file to clean things up.

Also added epoch tag friendly code to vanilla player_updateGui for now.
This commit is contained in:
ebaydayz
2016-06-15 20:09:04 -04:00
parent fcca975708
commit 01d8197d12
15 changed files with 121 additions and 118 deletions

View File

@@ -0,0 +1,145 @@
/*
Check object's ownership and friends (plot and door)
Original concept by RimBlock (github.com/RimBlock)
Extended by Bruce-LXXVI to support different target objects
and allow fine grained access policies
Parameters:
_this select 0: object - player calling this function
_this select 1: object - target to check ownership and friendlies of
Returns:
_return select 0: bool - player is owner of target object
_return select 1: bool - player is friends with owner of target object
_return select 2: bool - player is plot owner
_return select 3: bool - player is plot friend
_return select 4: bool - player is plot management admin
_return select 5: bool - player is target friend
_return select 6: bool - player is target management admin
_return select 7: string - detected target type
2,3,4: always false if no plot nearby
5,6: always false if _target is not a supported target
*/
private [
"_player" // Player, who wants to access the _target
,"_target" // The target object the _player wants to access
,"_isOwner" // return value
,"_isFriendly" // return value
,"_isPlotOwner" // return value
,"_isPlotFriend" // return value
,"_isPlotAdmin" // return value
,"_isTargetFriend" // return value
,"_isTargetAdmin" // return value
,"_targetType" // return value
,"_targetOwnerUID" // UID or characterID of the owner of _target
,"_playerUID" // UID of the _player
,"_characterID" // characterID of the _player
,"_plotcheck" // takes return value of FNC_find_plots
,"_isNearPlot" // player is in plot's reach
,"_nearestPlot" // plot object
,"_plotOwnerUID" // plot owner's UID
,"_plotFriends" // list of plot friends [["UID", "Name"], ..]
,"_targetFriends" // list of target friends [["UID", "Name"], ..]
];
// assign parameters
_player = _this select 0;
_target = _this select 1;
// Initialize return values
_isOwner = false;
_isFriendly = false;
_isPlotOwner = false;
_isPlotFriend = false;
_isPlotAdmin = false;
_isTargetFriend = false;
_isTargetAdmin = false;
_targetType = "";
// determine target type
_targetType = if(typeOf _target in DZE_DoorsLocked) then { "DOOR"; } else { "GENERIC"; };
// determine owner and player id
// and check if player is owner of target object
_playerUID = [_player] call FNC_GetPlayerUID;
_characterID = dayz_characterID;
if(DZE_permanentPlot) then {
_targetOwnerUID = _target getVariable ["ownerPUID","0"];
_isOwner = (_playerUID == _targetOwnerUID);
} else {
_targetOwnerUID = _target getVariable ["characterID","0"];
_isOwner = (_characterID == _targetOwnerUID);
};
// determine _players friends (tagged)
// and check if owner of _target is tagged friendly
_friendlies = _player getVariable ["friendlyTo",[]];
_isFriendly = (_targetOwnerUID in _friendlies);
// find nearest plot
_plotcheck = [_player, false] call FNC_find_plots;
_isNearPlot = ((_plotcheck select 1) > 0);
_nearestPlot = _plotcheck select 2;
if(_isNearPlot) then {
// determine plot owner
// and check if player is owner of plot
if (DZE_permanentPlot) then {
_plotOwnerUID = _nearestPlot getVariable ["ownerPUID","0"];
_isPlotOwner = (_playerUID == _plotOwnerUID);
} else {
_plotOwnerUID = _nearestPlot getVariable ["characterID","0"];
_isPlotOwner = (_characterID == _plotOwnerUID);
};
// determine plot friends
// and check if player is one of them
_isPlotFriend = _isPlotOwner; // Plot owner is always a plot friend
_plotFriends = _nearestPlot getVariable ["plotfriends", []];
{
if( (_x select 0) == _playerUID ) then { _isPlotFriend = true; };
} count _plotFriends;
// determine plot management admins
// and check if player is one of them
if(_playerUID in DZE_PlotManagementAdmins) then { _isPlotAdmin = true; };
};
// Process target type DOOR
if(_targetType == "DOOR") then {
// determine door friends
// and check if player is one of them
_isTargetFriend = _isOwner; // Door owner is always a door friend
_targetFriends = _target getVariable ["doorfriends",[]];
{
if( (_x select 0) == _playerUID ) then { _isTargetFriend = true; };
} count _targetFriends;
// determine door management admins
// and check if player is one of them
if(_playerUID in DZE_DoorManagementAdmins) then { _isTargetAdmin = true; };
};
// RESULT
[ _isOwner
, _isFriendly
, _isPlotOwner // Same as _isOwner if _target is a PlotPole
, _isPlotFriend
, _isPlotAdmin
, _isTargetFriend
, _isTargetAdmin
, _targetType
]