Files
DayZ-Epoch/dayz_code/actions/player_craftItem.sqf
vbawol 21291e389e 0.997a
+ Fixed females unable to select gender after death.
+ Fixed Alice and Assault packs inventory issues created with last
patch.
+ Fixed being unable to take items that may have already been claimed by
another player. Should work if no other players are within 6 meters.
+ Cooking, Crafting, Repairing, and Salvaging all now require full Medic
animation cycle to complete. You can cancel the process just by moving.
+ Traders that deal with magazine items now require full Medic animation
cycle per trade. Also, number of possible trades now based on quantity
of available items being sold or cost divided by available bars.
+ Changed several PublicVariable calls from 1.7.6.1 code sync that
should have been PublicVariableServer.
+ Fixed Bio-meat was not causing infection and increased chance of
infection from "Bad Food" to 50/50.
+ Added distance checks (5m) for player zombie attacks.
+ Fixed player zombie was unable to feed.
2013-03-15 12:17:18 -05:00

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5.5 KiB
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/*
* Crafting by [VB]AWOL
* usage: spawn player_craftitem;
*/
private ["_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_text","_id","_textMissing","_selectedRecipeInput"];
if(TradeInprogress) exitWith { cutText ["Crafting already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
/*
== Canned Foods
"FoodCanBakedBeans",
"FoodCanSardines",
"FoodCanFrankBeans",
"FoodCanPasta",
"FoodBioMeat"
== Drinks
"ItemSodaCoke",
"ItemSodaPepsi",
== Trash
"TrashTinCan",
"TrashJackDaniels",
"ItemSodaEmpty",
"ItemSodaCokeEmpty",
"ItemSodaPepsiEmpty",
== community stuff Trash
"ItemSodaMdewEmpty",
"ItemSodaMtngreenEmpty",
"ItemSodaR4z0rEmpty",
"ItemSodaClaysEmpty",
"ItemSodaSmashtEmpty",.
"ItemSodaDrwasteEmpty",.
"ItemSodaLemonadeEmpty",.
"ItemSodaLvgEmpty",.
"ItemSodaMzlyEmpty",.
"ItemSodaRabbitEmpty"
== Raw Meats
"FoodSteakRaw",
"FoodmeatRaw",
"FoodbeefRaw",
"FoodmuttonRaw",
"FoodchickenRaw",
"FoodrabbitRaw",
"FoodbaconRaw"
== Cooked Meats
"FoodSteakCooked",
"FoodmeatCooked",
"FoodbeefCooked",
"FoodmuttonCooked",
"FoodchickenCooked",
"FoodrabbitCooked",
"FoodbaconCooked"
*/
// Removed metals:
// _recipe_ItemBronzeBar = [[["ItemBronzeBar",1] ],[["ItemCopperBar",3],["ItemTinBar",3]]];
// New item ideas:
// _recipe_FoodChickenNoodle = [["FoodchickenRaw",1],["FoodCanPasta",1],["ItemWaterbottle",1]];
// _recipe_FoodBeefBakedBeans = [["FoodbeefRaw",1],["FoodCanBakedBeans",1]];
// ItemSalt
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
// reqire fire target
if (inflamed cursorTarget and _canDo) then {
// Moved all recipes input and outputs to configs
_selectedRecipeOutput = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Crafting" >> "output");
_selectedRecipeInput = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Crafting" >> "input");
diag_log format["Selected Recipe Input: %1", _selectedRecipeInput];
diag_log format["Selected Recipe Output: %1", _selectedRecipeOutput];
// Dry run to see if all parts are available.
_proceed = true;
{
_itemIn = _x select 0;
_countIn = _x select 1;
diag_log format["Recipe Check: %1 %2", _itemIn,_countIn];
// not neccessary
//if (!(_itemIn in magazines player)) exitWith { _missing = _itemIn; _missingQty = _countIn; _proceed = false; };
// match against class and parentClass
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
} forEach _selectedRecipeInput;
// If all parts proceed
if (_proceed) then {
cutText ["Crafting started", "PLAIN DOWN"];
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
_id = [player,50,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 and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (_finished) then {
_removed = 0; // count total of removed items
_tobe_removed_total = 0; // count total of all to be removed items
// Take items
{
_itemIn = _x select 0;
_countIn = _x select 1;
diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
_tobe_removed_total = _tobe_removed_total + _countIn;
{
if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
// diag_log format["removing: %1 kindOf: %2", _x, _itemIn];
// player removeMagazine _x;
_removed = _removed + ([player,_x] call BIS_fnc_invRemove);
};
} forEach magazines player;
} forEach _selectedRecipeInput;
diag_log format["removing: %1 kindOf: %2", _removed, _tobe_removed_total];
// Only proceed if all parts were removed successfully
if(_removed == _tobe_removed_total) then {
// Put items
{
_itemOut = _x select 0;
_countOut = _x select 1;
diag_log format["Recipe Output: %1 %2", _itemOut,_countOut];
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
};
// get display name
_textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
// Add crafted item
cutText [format["Crafted Item: %1 x %2",_textCreate,_countOut], "PLAIN DOWN"];
} forEach _selectedRecipeOutput;
} else {
cutText [format["Missing Parts after first check Item: %1 / %2",_removed,_tobe_removed_total], "PLAIN DOWN"];
};
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled crafting.", "PLAIN DOWN"];
};
} else {
_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
cutText [format["Missing %1 more of %2",_missingQty, _textMissing], "PLAIN DOWN"];
};
} else {
cutText ["You need to be looking at a fire to craft.", "PLAIN DOWN"];
};
TradeInprogress = false;