Files
DayZ-Epoch/SQF/dayz_code/actions/player_build.sqf
icomrade 7ea9a270f2 New building functions, vanilla building checks
DZE_RequiredItemsCheck returns bool, displays an error of all the tools
the player is missing to build the item.

DZE_BuildChecks returns array of bools, canBuild and if the item is a
plotPole.  Also has the ability to check if the player has required
tools to build using DZE_RequiredItemsCheck.

The vanilla build script still needs to be modified to work over water
and allow players to place floating objects, but now uses plot checks.
It would be easiest to just modify the configs to use the epoch building
scripts instead.

fnc_getSetPos now accepts a position as the second element of the input
array. the object will be set to this position if it is used. This
change requires no code updates

Note: scripts with build and/or tool checks should be updated to use the
new functions
2016-04-27 14:30:11 -04:00

476 lines
13 KiB
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// If parameters were passed redirect to vanilla player_build (Epoch items don't pass anything)
if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
/*
DayZ Base Building
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_pos","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_center","_buildables"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
_pos = [player] call FNC_GetPos;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = dayz_isSwimming;
_cancel = false;
_reason = "";
_canBuildOnPlot = false;
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
DZE_Q = false;
DZE_Z = false;
DZE_Q_alt = false;
DZE_Z_alt = false;
DZE_Q_ctrl = false;
DZE_Z_ctrl = false;
DZE_5 = false;
DZE_4 = false;
DZE_6 = false;
DZE_cancelBuilding = false;
call gear_ui_init;
closeDialog 1;
if (_isWater) exitWith {DZE_ActionInProgress = false; localize "str_player_26" call dayz_rollingMessages;};
if (_inVehicle) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_42" call dayz_rollingMessages;};
if (_onLadder) exitWith {DZE_ActionInProgress = false; localize "str_player_21" call dayz_rollingMessages;};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;};
_item = _this;
// Need Near Requirements
_abort = false;
_reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";
};
};
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "workshop";
};
};
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "fuel tank";
};
};
};
} forEach _needNear;
if(_abort) exitWith {
format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
DZE_ActionInProgress = false;
};
_canBuild = [_pos, _item, true] call DZE_BuildChecks;
if (_canBuild select 0) then {
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};
_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
if((count _offset) <= 0) then {
_offset = [0,1.5,0];
};
_location = [0,0,0];
_isOk = true;
_location1 = [player] call FNC_GetPos; // get inital players position
_dir = getDir player;
// if ghost preview available use that instead
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_object attachTo [player,_offset];
_position = getPosATL _object;
localize "str_epoch_player_45" call dayz_rollingMessages;
_objHDiff = 0;
while {_isOk} do {
_zheightchanged = false;
_zheightdirection = "";
_rotate = false;
if (DZE_Q) then {
DZE_Q = false;
_zheightdirection = "up";
_zheightchanged = true;
};
if (DZE_Z) then {
DZE_Z = false;
_zheightdirection = "down";
_zheightchanged = true;
};
if (DZE_Q_alt) then {
DZE_Q_alt = false;
_zheightdirection = "up_alt";
_zheightchanged = true;
};
if (DZE_Z_alt) then {
DZE_Z_alt = false;
_zheightdirection = "down_alt";
_zheightchanged = true;
};
if (DZE_Q_ctrl) then {
DZE_Q_ctrl = false;
_zheightdirection = "up_ctrl";
_zheightchanged = true;
};
if (DZE_Z_ctrl) then {
DZE_Z_ctrl = false;
_zheightdirection = "down_ctrl";
_zheightchanged = true;
};
if (DZE_4) then {
_rotate = true;
DZE_4 = false;
_dir = 180;
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
_dir = 0;
};
if(_rotate) then {
_object setDir _dir;
_object setPosATL _position;
//diag_log format["DEBUG Rotate BUILDING POS: %1", _position];
};
if(_zheightchanged) then {
detach _object;
_position = getPosATL _object;
if(_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
_objHDiff = _objHDiff + 0.1;
};
if(_zheightdirection == "down") then {
_position set [2,((_position select 2)-0.1)];
_objHDiff = _objHDiff - 0.1;
};
if(_zheightdirection == "up_alt") then {
_position set [2,((_position select 2)+1)];
_objHDiff = _objHDiff + 1;
};
if(_zheightdirection == "down_alt") then {
_position set [2,((_position select 2)-1)];
_objHDiff = _objHDiff - 1;
};
if(_zheightdirection == "up_ctrl") then {
_position set [2,((_position select 2)+0.01)];
_objHDiff = _objHDiff + 0.01;
};
if(_zheightdirection == "down_ctrl") then {
_position set [2,((_position select 2)-0.01)];
_objHDiff = _objHDiff - 0.01;
};
_object setDir (getDir _object);
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
_object setPosATL _position;
//diag_log format["DEBUG Change BUILDING POS: %1", _position];
_object attachTo [player];
};
uiSleep 0.5;
_location2 = getPosATL player;
if(DZE_5) exitWith {
_isOk = false;
detach _object;
_dir = getDir _object;
_position = getPosATL _object;
//diag_log format["DEBUG BUILDING POS: %1", _position];
deleteVehicle _object;
};
if(_location1 distance _location2 > 5) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved to far away from where you started building (within 5 meters)";
detach _object;
deleteVehicle _object;
};
if(abs(_objHDiff) > 5) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 5 meters";
detach _object;
deleteVehicle _object;
};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
_isOk = false;
_cancel = true;
_reason = (localize "str_epoch_player_43");
detach _object;
deleteVehicle _object;
};
if (DZE_cancelBuilding) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cancelled building.";
detach _object;
deleteVehicle _object;
};
};
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
_location set [2,0];
};
_tmpbuilt setPosATL _location;
format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;
_limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
};
};
_isOk = true;
_proceed = false;
_counter = 0;
while {_isOk} do {
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt || (player getVariable["combattimeout",0] >= diag_tickTime)) then {
r_doLoop = false;
};
if (DZE_cancelBuilding) exitWith {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
format[localize "str_epoch_player_139",_text, _counter,_limit] call dayz_rollingMessages;
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
_num_removed = ([player,_item] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
format[localize "str_build_01",_text] call dayz_rollingMessages;
if (_canBuild select 1) then {
[] spawn player_plotPreview;
};
_tmpbuilt setVariable ["OEMPos",_location,true];
if(_lockable > 1) then {
_combinationDisplay = "";
switch (_lockable) do {
case 2: { // 2 lockbox
_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
dayz_combination = _combination;
if (_combination_1 == 100) then {
_combination_1_Display = "Red";
};
if (_combination_1 == 101) then {
_combination_1_Display = "Green";
};
if (_combination_1 == 102) then {
_combination_1_Display = "Blue";
};
_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
};
case 3: { // 3 combolock
_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
dayz_combination = _combination;
_combinationDisplay = _combination;
};
case 4: { // 4 safe
_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination_4 = floor(random 10);
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
dayz_combination = _combination;
_combinationDisplay = _combination;
};
};
_tmpbuilt setVariable ["CharacterID",_combination,true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],[]];
publicVariableServer "PVDZ_obj_Publish";
format[localize "str_epoch_player_140",_combinationDisplay,_text] call dayz_rollingMessages;
systemChat format[localize "str_epoch_player_140",_combinationDisplay,_text];
} else {
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
// fire?
if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
_tmpbuilt spawn player_fireMonitor;
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[]];
publicVariableServer "PVDZ_obj_Publish";
};
};
} else {
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else {
format[localize "str_epoch_player_47",_text,_reason] call dayz_rollingMessages;
};
};
DZE_ActionInProgress = false;