Files
DayZ-Epoch/SQF/dayz_code/actions/modular_build.sqf
ebaydayz 2bb5c5942c Retire cone and pole plot previews in favor of dome
Thanks @oiad for pointing this out.

Poles are not used for previewing anymore. Cones do not give as much
information as the dome.

The dome is visible at night and under night vision too.
2016-09-12 13:39:00 -04:00

586 lines
19 KiB
Plaintext

// If an array was passed redirect to vanilla player_build (Epoch items pass a string)
if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
//Check if building already in progress, exit if so.
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_pos = [player] call FNC_GetPos;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_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_F = false;
DZE_cancelBuilding = false;
DZE_updateVec = false;
DZE_memDir = 0;
DZE_memForBack = 0;
DZE_memLeftRight = 0;
call gear_ui_init;
closeDialog 1;
if (dayz_isSwimming) exitWith {dayz_actionInProgress = false; localize "str_player_26" call dayz_rollingMessages;};
if (_inVehicle) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_42" call dayz_rollingMessages;};
if (_onLadder) exitWith {dayz_actionInProgress = false; localize "str_player_21" call dayz_rollingMessages;};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;};
DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
// Need Near Requirements
_abort = false;
_reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_FIRE";
};
};
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_BLD_name_ItemWorkshop";
};
};
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = localize "STR_EPOCH_VEHUP_TNK";
};
};
};
} forEach _needNear;
if (_abort) exitWith {
format[localize "str_epoch_player_135",_reason,_distance] call dayz_rollingMessages;
dayz_actionInProgress = false;
};
_canBuild = [_pos, _this, true] call dze_buildChecks;
if (_canBuild select 0) then {
_classname = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
if (isText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "buildText")) then {
_text = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "buildText");
} else {
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
};
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0; //default define if lockable not found in config file below
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
};
_isAllowedUnderGround = 1; //check if allowed to build under terrain
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
_objectHelper = objNull;
_isOk = true;
_location1 = [player] call FNC_GetPos; // get inital players position
_dir = getDir player; //required to pass direction when building
// if ghost preview available use that instead
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
if((count _offset) <= 0) then {
_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
};
_objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
_objectHelper setobjecttexture [0,_helperColor];
_objectHelper attachTo [player,_offset];
_object attachTo [_objectHelper,[0,0,0]];
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
if !(DZE_buildItem in DZE_noRotate) then{
["","","",["Init","Init",0]] spawn build_vectors;
};
_objHDiff = 0;
_cancel = false;
_reason = "";
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
_position = [_objectHelper] call FNC_GetPos;
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;
if(DZE_dirWithDegrees) then{
DZE_memDir = DZE_memDir - DZE_curDegree;
}else{
DZE_memDir = DZE_memDir - 45;
};
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
if(DZE_dirWithDegrees) then{
DZE_memDir = DZE_memDir + DZE_curDegree;
}else{
DZE_memDir = DZE_memDir + 45;
};
};
if(DZE_updateVec) then{
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
DZE_updateVec = false;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelper attachTo [player];
DZE_memDir = DZE_memDir-(getDir player);
helperDetach = false;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
} else {
_objectHelperPos = getPosATL _objectHelper;
detach _objectHelper;
DZE_memDir = getDir _objectHelper;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
_objectHelper setPosATL _objectHelperPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
DZE_F = false;
};
if(_rotate) then {
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
if(_zheightchanged) then {
if (!helperDetach) then {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
};
_position = [_objectHelper] call FNC_GetPos;
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;
};
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
if (surfaceIsWater _position) then {
_objectHelper setPosASL _position;
} else {
_objectHelper setPosATL _position;
};
if (!helperDetach) then {
_objectHelper attachTo [player];
};
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
};
uiSleep 0.5;
_location2 = [player] call FNC_GetPos;
_objectHelperPos = [_objectHelper] call FNC_GetPos;
if(DZE_5) exitWith {
_isOk = false;
_position = [_object] call FNC_GetPos;
detach _object;
_dir = getDir _object;
_vector = [(vectorDir _object),(vectorUp _object)];
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > DZE_buildMaxMoveDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > DZE_buildMaxHeightDistance) exitWith {
_isOk = false;
_cancel = true;
_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
_isOk = false;
_cancel = true;
_reason = localize "str_epoch_player_43";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (DZE_cancelBuilding) exitWith {
_isOk = false;
_cancel = true;
_reason = localize "STR_EPOCH_PLAYER_46";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
};
_isOk = true;
_proceed = false;
_counter = 0;
_location = [0,0,0];
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
_tmpbuilt setdir _dir; //set direction inherited from passed args from control
_tmpbuilt setVariable["memDir",_dir,true];
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
_location set [2,0]; //reset Z axis to zero (above terrain)
};
_tmpbuilt setVectorDirAndUp _vector;
_buildOffset = [0,0,0];
_vUp = _vector select 1;
switch (_classname) do {
case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
};
_location = [
(_location select 0) - (_buildOffset select 0),
(_location select 1) - (_buildOffset select 1),
(_location select 2) - (_buildOffset select 2)
];
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
_location = ASLtoATL _location; //Database uses ATL
} else {
_tmpbuilt setPosATL _location;
};
format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;
_limit = 3; //times it takes to build by default
if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
};
};
while {_isOk} do { //publish phase
format[localize "str_epoch_player_139",_text, (_counter + 1),_limit] call dayz_rollingMessages; //report how many steps are done out of total limit
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
player playActionNow "Medic"; //animation
//alert zombies
_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 { //while player is not interrupted, go trough animations
_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 { //exit if interrupted
_isOk = false;
_proceed = false;
};
if(_finished) then { //if animation finished, add to build count
_counter = _counter + 1;
};
if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
_num_removed = ([player,DZE_buildItem] call BIS_fnc_invRemove); //remove item's magazine from inventory
if(_num_removed == 1) then {
format[localize "str_build_01",_text] call dayz_rollingMessages;
_tmpbuilt setVariable ["OEMPos",_location,true]; //store original location as a variable
if(_lockable > 1) then { //if item has code lock on it
_combinationDisplay = ""; //define new display
switch (_lockable) do { //generate random combinations depending on item type
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 = localize "STR_EPOCH_RED";
};
if (_combination_1 == 101) then {
_combination_1_Display = localize "STR_EPOCH_GREEN";
};
if (_combination_1 == 102) then {
_combination_1_Display = localize "STR_EPOCH_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]; //set combination as a character ID
//call publish precompiled function with given args and send public variable to server to save item to database
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
if (_lockable == 3) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["doorfriends", _friendsArr, true];
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
};
} else {
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
format[localize "str_epoch_player_140",_combinationDisplay,_text] call dayz_rollingMessages; //display new combination
systemChat format[localize "str_epoch_player_140",_combinationDisplay,_text];
} else { //if not lockable item
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
// fire?
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
_tmpbuilt spawn player_fireMonitor;
} else {
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
if (_canBuild select 1) then {
_friendsArr = [[dayz_playerUID,toArray (name player)]];
_tmpbuilt setVariable ["plotfriends", _friendsArr, true];
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],_friendsArr];
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID,_vector],[]];
};
} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location, _vector],[]];
};
publicVariableServer "PVDZ_obj_Publish";
};
};
} else { //if magazine was not removed, cancel publish
deleteVehicle _tmpbuilt;
localize "str_epoch_player_46" call dayz_rollingMessages;
};
} else { //if player was interrupted, cancel publish and stop build animations
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 { //cancel build if passed _cancel arg was true or building on roads/trader city
format[localize "str_epoch_player_47",_text,_reason] call dayz_rollingMessages;
};
};
dayz_actionInProgress = false;