code optimization, bugs, improvements

This commit is contained in:
raymix
2014-08-21 06:23:42 +01:00
parent 740f4144f1
commit 903f5d8572
7 changed files with 67 additions and 85 deletions

View File

@@ -33,7 +33,7 @@ DZE_buildItem = _this; //This is a magazine! It's global to allow access to it f
//Check illegal player states. Returns [_isFine] string
[] call player_build_states;
//check for nearby requirements (campfire, workshop, fueltank). Returns [_reason] string
//check for nearby requirements (campfire, workshop, fueltank).
[] call player_build_needNearby;
//check config files and gather info about item (if using custom buildables, make your own similar function instead).
@@ -71,10 +71,9 @@ _hasrequireditem = _hasRequired select 0; //bool
//define items collected from function
_location1 = _buildObject select 0; //array
_object = _buildObject select 1; //Obj
_position = _buildObject select 2; // array
_objectHelper = _buildObject select 3; //Obj
_objectHelper = _buildObject select 2; //Obj
_controls = [_object, _isAllowedUnderGround, _location1, _position, _objectHelper] call player_build_controls;
_controls = [_object, _isAllowedUnderGround, _location1, _objectHelper] call player_build_controls;
//define items collected from function
_cancel = _controls select 0; //bool

View File

@@ -3,8 +3,7 @@ private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdi
_object = _this select 0;
_isAllowedUnderGround = _this select 1;
_location1 = _this select 2;
_position = _this select 3;
_objectHelper = _this select 4;
_objectHelper = _this select 3;
_passArray = [];
@@ -15,6 +14,7 @@ _reason = "";
_dir = getDir player; //required to pass direction when building
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
_position = [_objectHelper] call FNC_GetPos;
while {_isOk} do {
@@ -55,20 +55,12 @@ while {_isOk} do {
if (DZE_4) then {
_rotate = true;
DZE_4 = false;
if (helperDetach) then {
_dir = -45;
} else {
_dir = 180;
};
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
if (helperDetach) then {
_dir = 45;
} else {
_dir = 0;
};
};
if (DZE_F and _canDo) then {
@@ -78,10 +70,9 @@ while {_isOk} do {
_objectHelper setDir _objectHelperDir-(getDir player);
helperDetach = false;
} else {
_objectHelperPos = getPosATL _objectHelper;
detach _objectHelper;
_objectHelper setPosATL _objectHelperPos;
_objectHelperDir = getDir _objectHelper;
detach _objectHelper;
[_objectHelper] call FNC_GetSetPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
@@ -91,21 +82,26 @@ while {_isOk} do {
if(_rotate) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelperPos = getPosATL _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
_objectHelper setPosATL _objectHelperPos;
[_objectHelper] call FNC_GetSetPos;
} else {
_objectHelper setDir _dir;
_objectHelper setPosATL _position;
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
if(_zheightchanged) then {
if (!helperDetach) then {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
};
_position = getPosATL _objectHelper;
_position = [_objectHelper] call FNC_GetPos;
if(_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
@@ -134,30 +130,32 @@ while {_isOk} do {
_objHDiff = _objHDiff - 0.01;
};
_objectHelper setDir (getDir _objectHelper);
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
if (surfaceIsWater _position) then {
_objectHelper setPosASL _position;
} else {
_objectHelper setPosATL _position;
};
if (!helperDetach) then {
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
sleep 0.5;
_location2 = getPosATL player;
_objectHelperPos = getPosATL _objectHelper;
_location2 = [player] call FNC_GetPos;
_objectHelperPos = [_objectHelper] call FNC_GetPos;
if(DZE_5) exitWith {
_isOk = false;
_position = [_object] call FNC_GetPos;
detach _object;
_position = getPosATL _object;
_dir = getDir _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;

View File

@@ -1,10 +1,10 @@
// disallow building if too many objects are found within 30m (by default)
private ["_cnt"];
private ["_cnt","_pos"];
_cnt = count ((getPosATL player) nearObjects ["All",DZE_checkNearbyRadius]);
_pos = [player] call FNC_GetPos;
_cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]);
if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
};
_cnt //returns amount of total objects found nearby

View File

@@ -1,5 +1,5 @@
//create an object for default build system style
private ["_passArray","_classname","_enableGhost","_ghost","_location","_location1","_dir","_object","_position","_objectHelper","_helperColor"];
private ["_passArray","_classname","_enableGhost","_ghost","_location1","_dir","_object","_objectHelper","_helperColor"];
_classname = _this select 0;
_ghost = _this select 1;
@@ -7,11 +7,10 @@ _offset = _this select 2;
_enableGhost = _this select 3; //pass false trough args if not using ghost preview
_passArray = [];
_location = [0,0,0]; //create object in debug zone first
_objectHelper = objNull;
// get inital players position
_location1 = getPosATL player;
_location1 = [player] call FNC_GetPos;
// if enabled, use ghost preview where available
if (_enableGhost) then {
@@ -20,19 +19,19 @@ if (_enableGhost) then {
};
};
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
_objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
_objectHelper setobjecttexture [0,_helperColor];
_objectHelper attachTo [player,_offset];
_object attachTo [_objectHelper,[0,0,0]];
_position = getPosATL _objectHelper;
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
_passArray = [_location1,_object,_position,_objectHelper];
_passArray = [_location1,_object,_objectHelper];
_passArray //[array,obj,array]

View File

@@ -1,17 +1,17 @@
if(!DZE_ActionInProgress) exitWith {};
//disallow building if required items (defined in config) are not found nearby
private ["_abort","_reason","_distance","_needNear","_isNear"];
private ["_abort","_reason","_distance","_needNear","_isNear","_pos"];
_abort = false; //do not abort by default
_reason = ""; // define to avoid RPT errors
_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
_pos = [player] call FNC_GetPos;
{
switch(_x) do{
case "fire":
{
_distance = 3;
_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";
@@ -20,7 +20,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActi
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "workshop";
@@ -29,7 +29,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActi
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "fuel tank";

View File

@@ -48,8 +48,11 @@ if(!_cancel) then {
_location set [2,0]; //reset Z axis to zero (above terrain)
};
_tmpbuilt setPosATL _location; //update position passed from args or previous if statement
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
} else {
_tmpbuilt setPosATL _location;
};
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];

View File

@@ -57,26 +57,18 @@ fnc_initSnapPoints = {
};
fnc_initSnapPointsNearby = {
_pos = getPosATL _object;
_findWhitelisted = []; _pointsNearby = []; _waterBase = 0;
_onWater = surfaceIsWater position player;
if (_onWater) then { _waterBase = (getPosATL player select 2);};
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange + _waterBase)]-[_object];
_pos = [_object] call FNC_GetPos;
_findWhitelisted = []; _pointsNearby = [];
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
snapGizmosNearby = [];
{
_nearbyObject = _x;
_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
{
_onWater = surfaceIsWater position _nearbyObject;
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_objectSnapGizmo setobjecttexture [0,_objColorInactive];
_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
if (_onWater) then {
_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
} else {
_objectSnapGizmo setPosATL _posNearby;
};
_objectSnapGizmo setDir (getDir _nearbyObject);
_objectSnapGizmo setDir ((getDir _nearbyObject)-45);
_objectSnapGizmo attachTo [_nearbyObject,[_x select 0,_x select 1,_x select 2]];
snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
} count _pointsNearby;
} forEach _findWhitelisted;
@@ -84,7 +76,7 @@ fnc_initSnapPointsNearby = {
fnc_initSnapPointsCleanup = {
{detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[];
{deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
{detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
snapActionState = "OFF";
};
@@ -94,12 +86,7 @@ fnc_snapDistanceCheck = {
_distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0;
{
if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];};
_onWater = surfaceIsWater position _x;
if (_onWater) then {
_testXPos = [(getPosASL _x select 0),(getPosASL _x select 1),(getPosASL _x select 2)];
} else {
_testXPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
};
_testXPos = [_x] call FNC_GetPos;
_distCheck = _objectHelper distance _testXPos;
_distClosestPoint = _x;
if (_distCheck < _distClosest) then {
@@ -129,12 +116,7 @@ fnc_snapDistanceCheck = {
_distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = [];
{
if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];};
_onWater = surfaceIsWater position _x;
if (_onWater) then {
_testXPos = [(getPosASL _x select 0),(getPosASL _x select 1),(getPosASL _x select 2)];
} else {
_testXPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
};
_testXPos = [_x] call FNC_GetPos;
_distCheckAttached = _distClosestPointFound distance _testXPos;
_distClosestPoint = _x;
if (_distCheckAttached < _distClosest) then {
@@ -285,10 +267,11 @@ switch (snapActionState) do {
_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
detach _object;
detach _objectHelper;
_objectHelper setDir (getDir _object);
_objectHelper setPosATL _newPos;
_object attachTo [_objectHelper];
_x setobjecttexture [0,_objColorActive];
if (!helperDetach) then {_objectHelper attachTo [player];};
if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));};
};
_cnt = _cnt+1;
}count snapGizmos;