Files
DayZ-Epoch/SQF/dayz_code/actions/trade_any_vehicle.sqf
ebayShopper 42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00

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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
dayz_actionInProgress = true;
// Test cannot lock while another player is nearby
//_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
//if(_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_104" call dayz_rollingMessages;};
// [part_out,part_in, qty_out, qty_in, loc];
_activatingPlayer = player;
_part_out = (_this select 3) select 0;
_part_in = (_this select 3) select 1;
_qty_out = (_this select 3) select 2;
_qty_in = (_this select 3) select 3;
_buy_o_sell = (_this select 3) select 4;
_textPartIn = (_this select 3) select 5;
_textPartOut = (_this select 3) select 6;
_traderID = (_this select 3) select 7;
_bos = 0;
if(_buy_o_sell == "sell") then {
_bos = 1;
};
localize "str_epoch_player_105" call dayz_rollingMessages;
player playActionNow "Medic";
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;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
localize "str_epoch_player_106" call dayz_rollingMessages;
dayz_actionInProgress = false;
};
if (_finished) then {
_canAfford = false;
if(_bos == 1) then {
_count = {(typeOf _x) == _part_in} count (nearestObjects [(getPosATL player), [_part_in], Z_VehicleDistance]);
if (_count >= _qty_in) then {
_canAfford = true;
};
//diag_log format["DEBUG vehicle sell count: %1", _count];
} else {
//buy
_trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
_total_currency = call epoch_totalCurrency;
_return_change = _total_currency - _trade_total;
if (_return_change >= 0) then {
_canAfford = true;
};
};
if (_canAfford) then {
// if (isNil "_obj") then { _obj = "Unknown Vehicle" };
if(_bos == 1) then {
// Selling
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
} else {
// Buying
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
};
publicVariableServer "PVDZE_obj_Trade";
//diag_log format["DEBUG Starting to wait for answer: %1", PVDZE_obj_Trade];
if(_buy_o_sell == "buy") then {
waitUntil {!isNil "dayzTradeResult"};
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
if(dayzTradeResult == "PASS") then {
_result = call epoch_generateKey;
if (_result select 0) then {
_done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
if (_done) then {
// spawn vehicle
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = getPosATL (_helipad select 0);
} else {
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal [0,0,0];
_sign setPos _location;
_location = [_sign] call FNC_GetPos;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer,dayz_authKey];
publicVariableServer "PVDZE_veh_Publish2";
format[localize "STR_EPOCH_ACTIONS_11",_qty_in,_textPartIn,_textPartOut] call dayz_rollingMessages;
};
} else {
localize "str_epoch_player_107" call dayz_rollingMessages;
};
} else {
format[localize "str_epoch_player_183",_textPartOut] call dayz_rollingMessages;
};
} else {
//sell
_objects = nearestObjects [(getPosATL player), [_part_in], Z_VehicleDistance];
//diag_log format["DEBUG vehicle sell objects: %1", _objects];
_qty = ({(typeOf _x) == _part_in} count _objects);
if (_qty >= _qty_in) then {
_obj = (_objects select 0);
//check to make sure vehicle has no more than 75% average tire damage
_hitpoints = _obj call vehicle_getHitpoints;
_okToSell = true;
// count parts
_tires = 0;
// total damage
_tireDmg = 0;
_damage = 0;
{
if(["Wheel",_x,false] call fnc_inString) then {
_damage = [_obj,_x] call object_getHit;
_tireDmg = _tireDmg + _damage;
_tires = _tires + 1;
};
} count _hitpoints;
// find average tire damage
if(_tireDmg > 0 && _tires > 0) then {
if((_tireDmg / _tires) > 0.75) then {
_okToSell = false;
};
};
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_objectCharacterId = _obj getVariable ["CharacterID","0"];
_notSetup = (_objectID == "0" && _objectUID == "0");
if(local _obj && !isNull _obj && alive _obj && !_notSetup) then {
if(_okToSell) then {
//if(_objectID != "0" && _objectUID != "0") then {
PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer,_obj,dayz_authKey];
publicVariableServer "PVDZ_obj_Destroy";
//deleteVehicle _obj;
// remove Key
_temp_keys = [];
_keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
{
if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _keyColor) then {
if (str(getNumber(configFile >> "CfgWeapons" >> _x >> "keyid")) == _objectCharacterId) then {
[_activatingPlayer,_x] call BIS_fnc_invRemove;
};
};
} count (items _activatingPlayer);
// payout
_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
format[localize "str_epoch_player_181",_qty_in,_textPartIn,_qty_out,_textPartOut] call dayz_rollingMessages;
} else {
format[localize "str_epoch_player_182",_textPartIn] call dayz_rollingMessages;
};
} else {
localize "str_epoch_player_245" call dayz_rollingMessages;
};
};
};
dayzTradeResult = nil;
} else {
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
_needed = _qty_in - _qty;
format[localize "str_epoch_player_184",_needed,_textPartIn] call dayz_rollingMessages;
} else {
format[localize "str_epoch_player_185",_textPartIn] call dayz_rollingMessages;
};
};
};
dayz_actionInProgress = false;