Files
DayZ-Epoch/SQF/dayz_code/actions/remove.sqf
oiad fd0b81118b Move dze_supplyCrate and vein wrecks to CfgLoot (#1863)
* Move dze_supplyCrate and vein wrecks to CfgLoot

Moves both the supply crates and vein wrecks to the CfgLoot tables so
admins can customize.
Also modifies the main add item statement to allow support for weapons,
magazines and backpack refunding/spawning instead of hard coded
magazines.

Should be backwards compatible with the old style (I did test).

* Remove unused _activatingPlayer variable

* Rework
2017-01-14 19:40:54 -05:00

292 lines
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_88" call dayz_rollingMessages;};
dayz_actionInProgress = true;
/*
delete object from db with extra waiting by [VB]AWOL
parameters: _obj
*/
private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_objType","_sfx","_dis","_itemOut","_countOut","_selectedRemoveOutput","_nearestPole","_ownerID","_refundpart","_isWreck","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund","_ipos","_item","_radius","_isWreckBuilding","_nameVehicle","_isModular","_success","_lootGroupIndex","_output"];
player removeAction s_player_deleteBuild;
s_player_deleteBuild = 1;
_obj = _this select 3;
_objOwnerID = "0";
_isOwnerOfObj = false;
if (DZE_permanentPlot) then {
_objOwnerID = _obj getVariable["ownerPUID","0"];
_isOwnerOfObj = (_objOwnerID == dayz_playerUID);
} else {
_objOwnerID = _obj getVariable["CharacterID","0"];
_isOwnerOfObj = (_objOwnerID == dayz_characterID);
};
if (_obj getVariable ["GeneratorRunning", false]) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_89" call dayz_rollingMessages;};
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_isOk = true;
_proceed = false;
_objType = typeOf _obj;
if (_objType in DZE_DoorsLocked) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages;};
// Chance to break tools
_isDestructable = _obj isKindOf "BuiltItems";
_isWreck = _objType in DZE_isWreck;
_isRemovable = _objType in DZE_isRemovable;
_isWreckBuilding = _objType in DZE_isWreckBuilding;
_isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
_isModular = _obj isKindOf "ModularItems";
_distance = DZE_PlotPole select 0;
_PlayerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
if (_PlayerNear && (_isMine or _objType == "Land_ammo_supply_wreck")) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
_limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
};
};
_plotcheck = [player, false] call FNC_find_plots;
_IsNearPlot = _plotcheck select 1;
_nearestPole = _plotcheck select 2;
if(_IsNearPlot >= 1) then {
// Since there are plot poles nearby we need to check ownership && friend status
_buildcheck = [player, _nearestPole] call FNC_check_access;
_isowner = _buildcheck select 0;
_isfriendly = ((_buildcheck select 1) or (_buildcheck select 3));
if (!_isowner && !_isfriendly) then {
_limit = round(_limit*2);
};
};
_nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName");
format[localize "str_epoch_player_162",_nameVehicle] call dayz_rollingMessages;
if (_isModular) then {
localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages;
};
// Alert zombies once.
[player,50,true,(getPosATL player)] spawn player_alertZombies;
_brokenTool = false;
// Start de-construction loop
_counter = 0;
while {_isOk} do {
// if object no longer exits this should return true.
if(isNull(_obj)) exitWith {
_isOk = false;
_proceed = false;
};
format[localize "str_epoch_player_163",_nameVehicle,(_counter + 1),_limit] call dayz_rollingMessages;
player playActionNow "Medic";
_dis=20;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
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;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
// 4% chance to break a required tool each pass
if((_isDestructable || _isRemovable) && !_isOwnerOfObj) then {
if (dayz_toolBreaking && {[0.04] call fn_chance}) then {_brokenTool = true;};
};
};
if(_brokenTool) exitWith {
_isOk = false;
_proceed = false;
};
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
_success = true;
if (_brokenTool) then {
_success = false;
_removeTool = if (_isWreck) then {"ItemToolbox"} else {["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom};
if (_removeTool == "ItemCrowbar" && !("ItemCrowbar" in items player)) then {
if ("MeleeCrowbar" in weapons player) then {
player removeWeapon "MeleeCrowbar";
_success = true;
} else {
if (dayz_onBack == "MeleeCrowbar") then {
dayz_onBack = ""; // Remove
_success = true;
if (!isNull (findDisplay 106)) then {((findDisplay 106) displayCtrl 1209) ctrlSetText "";};
};
};
} else {
if (([player,_removeTool,1] call BIS_fnc_invRemove) > 0) then {_success = true;};
};
if (_success) then {
format[localize "str_epoch_player_164",getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"),_nameVehicle] call dayz_rollingMessages;
};
};
// Remove only if player waited AND tool was successfully removed if broken
if (_proceed && _success) then {
// Double check that object is not null
if(!isNull(_obj)) then {
_ipos = getPosATL _obj;
deleteVehicle _obj;
if(!_isWreck && !_isWreckBuilding) then {
PVDZ_obj_Destroy = [_objectID,_objectUID,player];
publicVariableServer "PVDZ_obj_Destroy";
};
if (_isWreckBuilding) then {
PVDZ_send = [player,"RemoveObject",_ipos];
publicVariableServer "PVDZ_send";
};
format[localize "str_epoch_player_165",_nameVehicle] call dayz_rollingMessages;
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
_preventRefund = false;
_selectedRemoveOutput = [];
if(_isWreck) then {
// Find one random part to give back
_refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom;
_selectedRemoveOutput set [count _selectedRemoveOutput,[_refundpart,1]];
} else {
if(_isWreckBuilding) then {
switch true do {
case (_isMine): {
_lootGroupIndex = dz_loot_groups find _objType;
_output = [_lootGroupIndex,3] call dz_fn_loot_select;
{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1,[_x select 2,_x select 3]]]} forEach _output;
};
case (_objType == "Land_ammo_supply_wreck"): {
_lootGroupIndex = dz_loot_groups find _objType;
_output = [_lootGroupIndex,5] call dz_fn_loot_select;
{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1,1,_x select 0]]} forEach _output;
};
default {_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput")};
};
} else {
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
_preventRefund = (_objectID == "0" && _objectUID == "0");
};
};
if ((count _selectedRemoveOutput) <= 0) then {
localize "str_epoch_player_90" call dayz_rollingMessages;
};
if (_ipos select 2 < 0) then {
_ipos set [2,0];
};
_radius = 1;
if (_isMine) then {
if((random 10) <= 4) then {
_gems = [];
_weights = [];
{
_gems set [(count _gems), (_x select 0)];
_weights set [(count _weights), (_x select 1)];
} count DZE_GemOccurance;
diag_log [_gems, _weights];
_gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted;
diag_log _gemSelected;
_selectedRemoveOutput set [(count _selectedRemoveOutput),[_gemSelected,1]];
};
};
// give refund items
if((count _selectedRemoveOutput) > 0 && !_preventRefund) then {
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
{
_itemOut = _x select 0;
_countOut = _x select 1;
if (typeName _countOut == "ARRAY") then {
_countOut = round((random (_countOut select 1)) + (_countOut select 0));
};
if (count _x > 2) then {
switch (_x select 2) do {
case 2: {_item addWeaponCargoGlobal [_itemOut,_countOut]};
case 3: {_item addMagazineCargoGlobal [_itemOut,_countOut]};
case 5: {_item addBackpackCargoGlobal [_itemOut,_countOut]}; // Needs to make sure object can handle Backpacks or will dump on the ground.
};
} else {
_item addMagazineCargoGlobal [_itemOut,_countOut];
};
} count _selectedRemoveOutput;
_item setposATL _iPos;
player reveal _item;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on item
player action ["Gear", _item];
};
} else {
localize "str_epoch_player_91" call dayz_rollingMessages;
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
dayz_actionInProgress = false;
s_player_deleteBuild = -1;
_obj