mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
modular build code optimization + some extras
This commit is contained in:
@@ -55,13 +55,15 @@ _isLandFireDZ = _itemConfig select 10; //bool
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//Check for nearby plotpoles. Returns [_IsNearPlot,_nearestPole,_ownerID,_friendlies] [int,Obj,int,array]
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[_isPole, _requireplot, _isLandFireDZ] call player_build_plotCheck;
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if (DZE_ActionInProgress) then { //needed otherwise _hasRequired gets RPT error
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//Check for build requirements (missing tools and items). Returns [_hasrequireditem,_reason] [bool,string]
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_hasRequired = [_require, _text, true, true] call player_build_buildReq;
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//define item collected from function
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_hasrequireditem = _hasRequired select 0; //bool
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if (_hasrequireditem and DZE_ActionInProgress) then {
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if (_hasrequireditem) then {
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//Create object that is attached to a player (i.e Ghost preview if available)
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_buildObject = [_classname, _ghost, _offset, true] call player_build_create;
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@@ -82,4 +84,5 @@ if (_hasrequireditem and DZE_ActionInProgress) then {
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//Publish item to a database
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[_cancel, _position, _classnametmp,_isAllowedUnderGround, _text, _isPole, _lockable,_dir, _reason] call player_build_publish;
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};
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};
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@@ -1,3 +1,4 @@
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if(!DZE_ActionInProgress) exitWith {};
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//Check for build requirements like tools and if item is in magazines (check args to disable checks)
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private ["_passArray","_missing","_hasrequireditem","_require","_hastoolweapon","_hasbuilditem","_checkMag","_checkTools","_reason"];
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@@ -20,11 +21,14 @@ _passArray = [];
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_hasbuilditem = DZE_buildItem in magazines player;
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_passArray = [_hasrequireditem,_reason];
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if (_checkMag) then { //passed argument
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if (!_hasbuilditem) exitWith { //End script if magazine was not found
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DZE_ActionInProgress = false;
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cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"];
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_reason = "missing item";
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_passArray
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};
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};
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@@ -33,9 +37,8 @@ if (_checkTools) then { //passed argument
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DZE_ActionInProgress = false;
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cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"];
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_reason = "missing tools";
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_passArray
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};
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};
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_passArray = [_hasrequireditem,_reason];
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_passArray //[bool,string]
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@@ -1,4 +1,4 @@
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private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"];
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private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location1","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"];
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_object = _this select 0;
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_isAllowedUnderGround = _this select 1;
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@@ -142,8 +142,6 @@ while {_isOk} do {
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_objectHelper setPosATL _position;
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//diag_log format["DEBUG Change BUILDING POS: %1", _position];
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if (!helperDetach) then {
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_objectHelper attachTo [player];
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};
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@@ -157,9 +155,9 @@ while {_isOk} do {
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if(DZE_5) exitWith {
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_isOk = false;
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detach _object;
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_dir = getDir _object;
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_position = getPosATL _object;
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//diag_log format["DEBUG BUILDING POS: %1", _position];
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_dir = getDir _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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@@ -1,7 +1,7 @@
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// disallow building if too many objects are found within 30m
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// disallow building if too many objects are found within 30m (by default)
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private ["_cnt"];
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_cnt = count ((getPosATL player) nearObjects ["All",30]);
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_cnt = count ((getPosATL player) nearObjects ["All",DZE_checkNearbyRadius]);
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if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
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@@ -1,3 +1,4 @@
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if(!DZE_ActionInProgress) exitWith {};
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//Build an array of various variables gathered about build object from config files, only applies to legit buildable objects
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private ["_passArray","_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ"];
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@@ -1,3 +1,4 @@
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if(!DZE_ActionInProgress) exitWith {};
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//disallow building if required items (defined in config) are not found nearby
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private ["_abort","_reason","_distance","_needNear","_isNear"];
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@@ -41,5 +42,3 @@ if (_abort) exitWith {
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cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
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DZE_ActionInProgress = false;
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};
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_reason //return string to a caller
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@@ -1,3 +1,4 @@
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if(!DZE_ActionInProgress) exitWith {};
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//Check if nearby plotpoles exists
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private ["_passArray","_isPole","_needText","_distance","_findNearestPoles","_findNearestPole","_IsNearPlot","_requireplot","_isLandFireDZ","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies"];
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@@ -11,7 +12,6 @@ _canBuildOnPlot = false;
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_nearestPole = objNull;
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_ownerID = 0;
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_friendlies = [];
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_passArray = [];
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if(_isPole) then { //check if object is plotpole and adjust distance accordingly
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_distance = DZE_PlotPole select 1;
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@@ -31,12 +31,6 @@ _findNearestPole = []; //must define an empty array to avoid problems
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_IsNearPlot = count (_findNearestPole); //count our new array of non-destroyed plotpoles. Empty array will return 0
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// End script early if item is plot pole and another one exists within defined radius
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if(_isPole && _IsNearPlot > 0) exitWith {
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"];
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};
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if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
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// Allow building of plot
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if(_requireplot == 0 || _isLandFireDZ) then {
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@@ -68,10 +62,18 @@ if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
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};
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};
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_passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies]; //create new array and pass it to caller
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// End script if item is plot pole and another one exists within defined radius
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if(_isPole && _IsNearPlot > 0) exitWith {
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"];
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_passArray
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};
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if(!_canBuildOnPlot) exitWith { //end script if requirements were not met
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DZE_ActionInProgress = false;
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cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"];
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_passArray
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};
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_passArray = [_IsNearPlot,_nearestPole,_ownerID,_friendlies]; //create new array and pass it to caller
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_passArray //[int,Obj,int,array]
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@@ -1,3 +1,4 @@
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if(!DZE_ActionInProgress) exitWith {};
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//disallow building if these conditions are not met
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private ["_isFine","_onLadder","_vehicle","_inVehicle"];
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@@ -10,24 +11,28 @@ if (dayz_isSwimming) exitWith { //end script if player is swimming
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DZE_ActionInProgress = false;
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cutText [localize "str_player_26", "PLAIN DOWN"];
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_isFine = "Swimming";
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_isFine
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};
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if (_inVehicle) exitWith { //end script if player is in vehicle
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];
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_isFine = "In vehicle";
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_isFine
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};
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if (_onLadder) exitWith { //end script if player is climbing on ladder
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DZE_ActionInProgress = false;
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cutText [localize "str_player_21", "PLAIN DOWN"];
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_isFine = "On ladder";
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_isFine
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};
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if (player getVariable["combattimeout", 0] >= time) exitWith { //end script if player is in combat
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];
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_isFine = "In combat";
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_isFine
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};
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_isFine //returns string to caller, default is "ok" if conditions were not met
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@@ -3,7 +3,7 @@
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// July 10 2014 //
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/*--------------------------------*/
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private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater"];
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private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
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//Args
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snapActionState = _this select 3 select 0;
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_object = _this select 3 select 1;
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@@ -58,8 +58,10 @@ fnc_initSnapPoints = {
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fnc_initSnapPointsNearby = {
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_pos = getPosATL _object;
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_findWhitelisted = []; _pointsNearby = [];
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_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
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_findWhitelisted = []; _pointsNearby = []; _waterBase = 0;
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_onWater = surfaceIsWater position player;
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if (_onWater) then { _waterBase = (getPosATL player select 2);};
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_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange + _waterBase)]-[_object];
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snapGizmosNearby = [];
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{
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_nearbyObject = _x;
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@@ -551,6 +551,9 @@ if (isNil "DZE_modularBuild") then {
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if (isNil "DZE_snapExtraRange") then {
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DZE_snapExtraRange = 0;
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};
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if (isNil "DZE_checkNearbyRadius") then {
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DZE_checkNearbyRadius = 30;
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};
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// needed on server
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if(isNil "DZE_PlotPole") then {
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