modular build code optimization + some extras

This commit is contained in:
raymix
2014-08-15 05:40:26 +01:00
parent 59124e6eef
commit c66b229a96
10 changed files with 61 additions and 45 deletions

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@@ -55,31 +55,34 @@ _isLandFireDZ = _itemConfig select 10; //bool
//Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array] //Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array]
[_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck; [_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck;
if (DZE_ActionInProgress) then { //needed otherwise _hasRequired gets RPT error
//Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string] //Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string]
_hasRequired = [_require, _text, true, true] call player_build_buildReq; _hasRequired = [_require, _text, true, true] call player_build_buildReq;
//define item collected from function //define item collected from function
_hasrequireditem = _hasRequired select 0; //bool _hasrequireditem = _hasRequired select 0; //bool
if (_hasrequireditem and DZE_ActionInProgress) then { if (_hasrequireditem) then {
//Create object that is attached to a player (i.e Ghost preview if available) //Create object that is attached to a player (i.e Ghost preview if available)
_buildObject = [_classname, _ghost, _offset, true] call player_build_create; _buildObject = [_classname, _ghost, _offset, true] call player_build_create;
//define items collected from function //define items collected from function
_location1 = _buildObject select 0; //array _location1 = _buildObject select 0; //array
_object = _buildObject select 1; //Obj _object = _buildObject select 1; //Obj
_position = _buildObject select 2; // array _position = _buildObject select 2; // array
_objectHelper = _buildObject select 3; //Obj _objectHelper = _buildObject select 3; //Obj
_controls = [_object, _isAllowedUnderGround, _location1, _position, _objectHelper] call player_build_controls; _controls = [_object, _isAllowedUnderGround, _location1, _position, _objectHelper] call player_build_controls;
//define items collected from function //define items collected from function
_cancel = _controls select 0; //bool _cancel = _controls select 0; //bool
_reason = _controls select 1; //string _reason = _controls select 1; //string
_position = _controls select 2; //array _position = _controls select 2; //array
_dir = _controls select 3; //int _dir = _controls select 3; //int
//Publish item to a database //Publish item to a database
[_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason] call player_build_publish; [_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason] call player_build_publish;
}; };
};

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@@ -1,3 +1,4 @@
if(!DZE_ActionInProgress) exitWith {};
//Check for build requirements like tools and if item is in magazines (check args to disable checks) //Check for build requirements like tools and if item is in magazines (check args to disable checks)
private ["_passArray","_missing","_hasrequireditem","_require","_hastoolweapon","_hasbuilditem","_checkMag","_checkTools","_reason"]; private ["_passArray","_missing","_hasrequireditem","_require","_hastoolweapon","_hasbuilditem","_checkMag","_checkTools","_reason"];
@@ -20,11 +21,14 @@ _passArray = [];
_hasbuilditem = DZE_buildItem in magazines player; _hasbuilditem = DZE_buildItem in magazines player;
_passArray = [_hasrequireditem,_reason];
if (_checkMag) then { //passed argument if (_checkMag) then { //passed argument
if (!_hasbuilditem) exitWith { //End script if magazine was not found if (!_hasbuilditem) exitWith { //End script if magazine was not found
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"];
_reason = "missing item"; _reason = "missing item";
_passArray
}; };
}; };
@@ -33,9 +37,8 @@ if (_checkTools) then { //passed argument
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"];
_reason = "missing tools"; _reason = "missing tools";
_passArray
}; };
}; };
_passArray = [_hasrequireditem,_reason];
_passArray //[bool,string] _passArray //[bool,string]

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@@ -1,4 +1,4 @@
private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"]; private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location1","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"];
_object = _this select 0; _object = _this select 0;
_isAllowedUnderGround = _this select 1; _isAllowedUnderGround = _this select 1;
@@ -142,8 +142,6 @@ while {_isOk} do {
_objectHelper setPosATL _position; _objectHelper setPosATL _position;
//diag_log format["DEBUG Change BUILDING POS: %1", _position];
if (!helperDetach) then { if (!helperDetach) then {
_objectHelper attachTo [player]; _objectHelper attachTo [player];
}; };
@@ -153,13 +151,13 @@ while {_isOk} do {
_location2 = getPosATL player; _location2 = getPosATL player;
_objectHelperPos = getPosATL _objectHelper; _objectHelperPos = getPosATL _objectHelper;
if(DZE_5) exitWith { if(DZE_5) exitWith {
_isOk = false; _isOk = false;
detach _object; detach _object;
_dir = getDir _object;
_position = getPosATL _object; _position = getPosATL _object;
//diag_log format["DEBUG BUILDING POS: %1", _position]; _dir = getDir _object;
deleteVehicle _object; deleteVehicle _object;
detach _objectHelper; detach _objectHelper;
deleteVehicle _objectHelper; deleteVehicle _objectHelper;

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@@ -1,7 +1,7 @@
// disallow building if too many objects are found within 30m // disallow building if too many objects are found within 30m (by default)
private ["_cnt"]; private ["_cnt"];
_cnt = count ((getPosATL player) nearObjects ["All",30]); _cnt = count ((getPosATL player) nearObjects ["All",DZE_checkNearbyRadius]);
if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"]; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];

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@@ -1,3 +1,4 @@
if(!DZE_ActionInProgress) exitWith {};
//Build an array of various variables gathered about build object from config files, only applies to legit buildable objects //Build an array of various variables gathered about build object from config files, only applies to legit buildable objects
private ["_passArray","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ"]; private ["_passArray","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ"];

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@@ -1,3 +1,4 @@
if(!DZE_ActionInProgress) exitWith {};
//disallow building if required items (defined in config) are not found nearby //disallow building if required items (defined in config) are not found nearby
private ["_abort","_reason","_distance","_needNear","_isNear"]; private ["_abort","_reason","_distance","_needNear","_isNear"];
@@ -41,5 +42,3 @@ if (_abort) exitWith {
cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"]; cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
}; };
_reason //return string to a caller

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@@ -1,3 +1,4 @@
if(!DZE_ActionInProgress) exitWith {};
//Check if nearby plotpoles exists //Check if nearby plotpoles exists
private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies"]; private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies"];
@@ -11,7 +12,6 @@ _canBuildOnPlot = false;
_nearestPole = objNull; _nearestPole = objNull;
_ownerID = 0; _ownerID = 0;
_friendlies = []; _friendlies = [];
_passArray = [];
if(_isPole) then { //check if object is plotpole and adjust distance accordingly if(_isPole) then { //check if object is plotpole and adjust distance accordingly
_distance = DZE_PlotPole select 1; _distance = DZE_PlotPole select 1;
@@ -31,12 +31,6 @@ _findNearestPole = []; //must define an empty array to avoid problems
_IsNearPlot = count (_findNearestPole); //count our new array of non-destroyed plotpoles. Empty array will return 0 _IsNearPlot = count (_findNearestPole); //count our new array of non-destroyed plotpoles. Empty array will return 0
// End script early if item is plot pole and another one exists within defined radius
if(_isPole && _IsNearPlot > 0) exitWith {
DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"];
};
if(_IsNearPlot == 0) then { //No live plotpoles were found nearby if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
// Allow building of plot // Allow building of plot
if(_requireplot == 0 || _isLandFireDZ) then { if(_requireplot == 0 || _isLandFireDZ) then {
@@ -68,10 +62,18 @@ if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
}; };
}; };
_passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies]; //create new array and pass it to caller
// End script if item is plot pole and another one exists within defined radius
if(_isPole && _IsNearPlot > 0) exitWith {
DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"];
_passArray
};
if(!_canBuildOnPlot) exitWith { //end script if requirements were not met if(!_canBuildOnPlot) exitWith { //end script if requirements were not met
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"];
_passArray
}; };
_passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies]; //create new array and pass it to caller
_passArray //[int,Obj,int,array] _passArray //[int,Obj,int,array]

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@@ -1,3 +1,4 @@
if(!DZE_ActionInProgress) exitWith {};
//disallow building if these conditions are not met //disallow building if these conditions are not met
private ["_isFine","_onLadder","_vehicle","_inVehicle"]; private ["_isFine","_onLadder","_vehicle","_inVehicle"];
@@ -10,24 +11,28 @@ if (dayz_isSwimming) exitWith { //end script if player is swimming
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [localize "str_player_26", "PLAIN DOWN"]; cutText [localize "str_player_26", "PLAIN DOWN"];
_isFine = "Swimming"; _isFine = "Swimming";
_isFine
}; };
if (_inVehicle) exitWith { //end script if player is in vehicle if (_inVehicle) exitWith { //end script if player is in vehicle
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"]; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];
_isFine = "In vehicle"; _isFine = "In vehicle";
_isFine
}; };
if (_onLadder) exitWith { //end script if player is climbing on ladder if (_onLadder) exitWith { //end script if player is climbing on ladder
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [localize "str_player_21", "PLAIN DOWN"]; cutText [localize "str_player_21", "PLAIN DOWN"];
_isFine = "On ladder"; _isFine = "On ladder";
_isFine
}; };
if (player getVariable["combattimeout", 0] >= time) exitWith { //end script if player is in combat if (player getVariable["combattimeout", 0] >= time) exitWith { //end script if player is in combat
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"]; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];
_isFine = "In combat"; _isFine = "In combat";
_isFine
}; };
_isFine //returns string to caller, default is "ok" if conditions were not met _isFine //returns string to caller, default is "ok" if conditions were not met

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@@ -3,7 +3,7 @@
// July 10 2014 // // July 10 2014 //
/*--------------------------------*/ /*--------------------------------*/
private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater"]; private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
//Args //Args
snapActionState = _this select 3 select 0; snapActionState = _this select 3 select 0;
_object = _this select 3 select 1; _object = _this select 3 select 1;
@@ -58,8 +58,10 @@ fnc_initSnapPoints = {
fnc_initSnapPointsNearby = { fnc_initSnapPointsNearby = {
_pos = getPosATL _object; _pos = getPosATL _object;
_findWhitelisted = []; _pointsNearby = []; _findWhitelisted = []; _pointsNearby = []; _waterBase = 0;
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object]; _onWater = surfaceIsWater position player;
if (_onWater) then { _waterBase = (getPosATL player select 2);};
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange + _waterBase)]-[_object];
snapGizmosNearby = []; snapGizmosNearby = [];
{ {
_nearbyObject = _x; _nearbyObject = _x;

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@@ -551,6 +551,9 @@ if (isNil "DZE_modularBuild") then {
if (isNil "DZE_snapExtraRange") then { if (isNil "DZE_snapExtraRange") then {
DZE_snapExtraRange = 0; DZE_snapExtraRange = 0;
}; };
if (isNil "DZE_checkNearbyRadius") then {
DZE_checkNearbyRadius = 30;
};
// needed on server // needed on server
if(isNil "DZE_PlotPole") then { if(isNil "DZE_PlotPole") then {