mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Update vanilla building
Vanilla commits applied:44f2552ff2213a333ce5423d53299d43bce6554ff551cdac6e
This commit is contained in:
@@ -17,6 +17,8 @@ _keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "ca
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Dayz_constructionContext set [ 4, false ]; // Stop the construction mode, cf. player_build.sqf
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//if (count Dayz_constructionContext < 5) then { Dayz_constructionContext set [ 5, false ]; // };
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if (_build) then {
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_location = getPosATL _ghost;
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_direction = getDir _ghost;
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@@ -24,6 +26,8 @@ if (_build) then {
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_object setDir _direction;
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diag_log (Dayz_constructionContext);
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if ((Dayz_constructionContext select 5) or (_keepOnSlope)) then {
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_object setVectorUp surfaceNormal _location;
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_location set [2,0];
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@@ -4,7 +4,7 @@ private ["_classType","_item","_action","_missingTools","_missingItem","_emergin
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"_o","_offset","_rot","_r","_p","_bn","_bb","_h","_bx","_by","_minElevation","_maxElevation","_insideCheck","_building",
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"_unit","_bbb","_ubb","_check","_min","_max","_myX","_myY","_checkBuildingCollision","_objColliding","_inside","_checkOnRoad",
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"_roadCollide","_checkBeam2Magnet","_a","_beams","_best","_b","_d","_checkNotBuried","_elevation","_position","_delta","_overElevation",
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"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope",
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"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope","_msg",
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"_isCollisionBypass","_ok","_missing","_upgradeParts","_ownerID","_posReference"];
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/*
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Needs a full rewrite to keep up with the demand of everything we plan to add.
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@@ -53,7 +53,9 @@ _isWater = {(surfaceIsWater (getPosATL _object)) or dayz_isSwimming};
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if (0 != count Dayz_constructionContext) then {
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dayz_actionInProgress = false;
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localize "str_already_building" call dayz_rollingMessages;
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//cutText [localize "str_already_building", "PLAIN DOWN"];
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_msg = localize "str_already_building";
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_msg call dayz_rollingMessages;
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diag_log [ diag_ticktime, __FILE__, 'already building, exiting', Dayz_constructionContext, typeName Dayz_constructionContext];
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};
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@@ -64,11 +66,17 @@ if (isClass (configFile >> _isClass >> _item)) then {
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case (_item isKindOf "Land_A_tent"): {"str_player_31_pitch"};
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default {"str_player_31_build"};
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};
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format[localize "str_player_31",_text,(localize _string)] call dayz_rollingMessages;
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//cutText [format [localize "str_player_31",_text,(localize _string)] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31",_text,(localize _string)];
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_msg call dayz_rollingMessages;
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//diag_log(format["player_build: item:%1 require:%2 Player items:%3 magazines:%4", _item, _requiredTools, (items player), (magazines player)]);
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};
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};
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_posReference = [player] call FNC_GetPos;
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_canBuild = [_posReference, _item, false] call DZE_BuildChecks;
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if !(_canBuild select 0) exitWith {dayz_actionInProgress = false;};
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// lets check player has requiredTools for upgrade
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_ok = true;
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_missing = "";
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@@ -82,13 +90,11 @@ _missing = "";
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if (!_ok) exitWith {
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dayz_actionInProgress = false;
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format[localize "str_player_31_missingtools",_text,_missing] call dayz_rollingMessages;
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//cutText [format [localize "str_player_31_missingtools",_text,_missing] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31_missingtools",_text,_missing];
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_msg call dayz_rollingMessages;
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};
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_posReference = [player] call FNC_GetPos;
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_canBuild = [_posReference, _item, false] call DZE_BuildChecks;
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if !(_canBuild select 0) exitWith {dayz_actionInProgress = false;};
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// lets check player has requiredParts for upgrade
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_ok = true;
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_upgradeParts = [];
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@@ -102,15 +108,18 @@ _upgradeParts = [];
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player removeMagazine _x;
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};
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} count _requiredParts;
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call player_forceSave;
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if (!_ok) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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dayz_actionInProgress = false;
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format[localize "str_player_31", _missing, localize "str_player_31_build"] call dayz_rollingMessages;
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// cutText [format [localize "str_player_31", _missing, localize "str_player_31_build"] , "PLAIN DOWN"];
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_msg = format [localize "str_player_31", _missing, localize "str_player_31_build"];
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_msg call dayz_rollingMessages;
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};
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localize "str_player_build_rotate" call dayz_rollingMessages;
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_msg = localize "str_player_build_rotate";
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_msg call dayz_rollingMessages;
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//Get fence beams based on model
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_getBeams = {
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@@ -164,20 +173,51 @@ _maxElevation = {
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_r
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};
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#define COLLIDABLE_OBJECT_MIN_SIZE 8
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//check if building being placed and objects around placement is free to be built on.
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//Fence owners must build all the foundations by one player anyone can still upgrade (pending lock build level)
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_checkBuildingCollision =
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{
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scopeName "root";
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_objColliding = objNull;
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local _count = getNumber (configFile >> "CfgVehicles" >> _ghost >> "buildCollisionPoints");
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if (_count == 0) exitWith {};
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local _wall = _object isKindOf "DZ_buildables";
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//Load object collision points
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local _points = [];
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_points resize _count;
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for "_i" from 0 to _count - 1 do
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{ _points set [_i, ATLtoASL (_object modelToWorld (_object selectionPosition format ["buildCollision%1", _i]))]; };
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//Trace paths
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{
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if (!(isNull _x || { _x == player || _x == _object}) && { !(_wall && { _x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player } }) && { [_object, _x] call fn_collisions } }) exitWith
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local _p2 = _x select 0; //[0,1,3,2,0,3]
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for "_i" from 1 to count _x - 1 do
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{
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local _p1 = _p2;
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_p2 = _x select _i;
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{
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if (!_wall || { !(_x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player }) }) then
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{
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local _type = typeof _x;
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if (_type != "" && { sizeof _type >= COLLIDABLE_OBJECT_MIN_SIZE }) then
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{
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_objColliding = _x;
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breakTo "root";
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};
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};
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}
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foreach nearestObjects [_object, ["AllVehicles", "Building", "DZ_buildables"], 35];
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foreach lineIntersectsWith [_points select _p1, _points select _p2, _object, player];
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};
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} foreach getArray (configFile >> "CfgVehicles" >> _ghost >> "buildCollisionPaths");
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};
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//Is placement on a road?
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@@ -238,7 +278,7 @@ _dir = getDir player;
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_object setDir _dir;
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Dayz_constructionContext = [_object, round (_dir/5)*5, cameraView, false, true, _keepOnSlope];
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// ghost, angle, previous camera, build view on/off, continue on/off, slope on/off
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//_posReference = getPosATL player;
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_posReference = getPosATL player;
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_objColliding = objNull;
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_best = [50,[0,0,0],[0,0,0]];
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_maxplanting = 10;
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@@ -247,7 +287,7 @@ _position = getPosATL _object;
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_actionBuildHidden = true;
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_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts, _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
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while {dayz_actionInProgress && Dayz_constructionContext select 4} do {
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while {dayz_actionInProgress and Dayz_constructionContext select 4} do {
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// force the angle so that the ghost is showing always the same side
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_angleRef=Dayz_constructionContext select 1;
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@@ -269,6 +309,7 @@ while {dayz_actionInProgress && Dayz_constructionContext select 4} do {
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r_interrupt = false;
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_object setDir _angleRef;
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_tmp = player modelToWorld [0, _safeDistance,0];
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if (Dayz_constructionContext select 5 or _keepOnSlope) then {
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_tmp set [2, 0];
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_object setVectorUp surfaceNormal _tmp;
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@@ -281,14 +322,9 @@ while {dayz_actionInProgress && Dayz_constructionContext select 4} do {
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_object setPosATL _position;
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};
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//Need to add config based bypass checks array.
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if (!_isCollisionBypass) then {
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// check now that ghost is not colliding
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//Check collisions
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call _checkBuildingCollision;
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//diag_log ("Collision Test");
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};
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// try to dock a beam from current ghost to another beams nearby
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call _checkBeam2Magnet;
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