Files
DayZ-Epoch/SQF/dayz_code/compile/dze_buildChecks.sqf
icomrade 1e65f7a959 Plot Management cleanup + improvement
New compile DZE_GetPlotFriends

DZE_PlotManagementAdmins allows admin management of plot poles and
buildables near poles

DZE_MaxPlotFriends allows servers to allow more than 6 friends on a pole
at once
2016-05-01 13:20:21 -04:00

74 lines
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//Checks if item is near a plot, if the player is plot owner or friendly, if there are too many items, and if the player has required tools
private ["_requireplot","_distance","_canBuild","_friendlies","_nearestPole","_ownerID","_pos","_item","_classname","_isPole","_isLandFireDZ","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_buildables","_center"];
_pos = _this select 0;
_item = _this select 1;
_toolCheck = _this select 2;
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_requireplot = DZE_requireplot;
if(!canbuild) exitWith {DZE_ActionInProgress = false; "Cannot build in a trader city." call dayz_rollingMessages; [false, false];};
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
};
_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_isLandFireDZ = (_classname == "Land_Fire_DZ");
_needText = localize "str_epoch_player_246";
_distance = if (_isPole) then {DZE_PlotPole select 1} else {DZE_PlotPole select 0};
_canBuild = false;
_nearestPole = objNull;
_ownerID = 0;
_friendlies = [];
_findNearestPoles = nearestObjects [_pos, ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{
if (alive _x) then {
_findNearestPole set [count _findNearestPole,_x];
};
} count _findNearestPoles;
_IsNearPlot = count _findNearestPole;
if(_isPole && {_IsNearPlot > 0}) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_44",_distance] call dayz_rollingMessages; [_canBuild, _isPole];};
if(_IsNearPlot == 0) then {
if (_requireplot == 0 || _isLandFireDZ) then {
_canBuild = true;
};
} else {
_nearestPole = _findNearestPole select 0;
_ownerID = _nearestPole getVariable ["CharacterID","0"];
if(dayz_characterID == _ownerID) then {
if (!_isPole) then {
_canBuild = true;
};
} else {
if(!_isPole) then {
if( DZE_plotManagement ) then {
_allowedUIDs = [_nearestPole, false, true] call dze_getPlotFriends;
if((dayz_playerUID in _allowedUIDs) || (dayz_characterID in _allowedUIDs)) then {
_canBuild = true;
};
} else {
_friendlies = player getVariable ["friendlyTo",[]];
if(_ownerID in _friendlies) then {
_canBuild = true;
};
};
};
};
};
if(!_canBuild) exitWith { DZE_ActionInProgress = false; format[localize "STR_EPOCH_PLAYER_135",_needText,_distance] call dayz_rollingMessages; [_canBuild, _isPole];};
_buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"];
_center = if (isNull _nearestPole) then {_pos} else {_nearestPole};
if ((count (nearestObjects [_center,_buildables,_distance])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_41",_distance] call dayz_rollingMessages; [false, _isPole];};
if (_toolCheck) then {
_require = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> "Build" >> "require");
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_canBuild = [_item, _require, _classname] call dze_requiredItemsCheck;
};
//When calling this function in another script use a silent exitWith, unless you have something special to say. i.e. if (!(_canBuild select 0)) exitWith{};
[_canBuild, _isPole];