Files
DayZ-Epoch/SQF/dayz_code/actions/player_buildVanilla.sqf
ebaydayz 47e6366985 Updated Vanilla Buildables collision Checks.
Vanilla development commit:

8e2953ab67
2016-08-03 13:55:43 -04:00

392 lines
15 KiB
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// (c) facoptere@gmail.com, licensed to DayZMod for the community
private ["_classType","_item","_action","_missingTools","_missingItem","_emergingLevel","_isClass","_classname","_requiredTools",
"_requiredParts","_ghost","_placement","_text","_onLadder","_isWater","_object","_string","_actionBuildHidden","_getBeams",
"_o","_offset","_rot","_r","_p","_bn","_bb","_h","_bx","_by","_minElevation","_maxElevation","_insideCheck","_building",
"_unit","_bbb","_ubb","_check","_min","_max","_myX","_myY","_checkBuildingCollision","_objColliding","_inside","_checkOnRoad",
"_roadCollide","_checkBeam2Magnet","_a","_beams","_best","_b","_d","_checkNotBuried","_elevation","_position","_delta","_overElevation",
"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope",
"_ok","_missing","_upgradeParts","_ownerID","_posReference"];
/*
Needs a full rewrite to keep up with the demand of everything we plan to add.
*/
call gear_ui_init;
closeDialog 1;
_item = _this select 0;
_action = _this select 1;
_classType = "ItemActions";
if (count _this > 2) then {
_classType = _this select 2;
};
_emergingLevel = 1.1;
r_action_count = 1;
_isClass = switch (1==1) do {
case (isClass (configFile >> "CfgMagazines" >> _item)): {"CfgMagazines"};
case (isClass (configFile >> "CfgWeapons" >> _item)): {"CfgWeapons"};
};
//need to swap all build systems to this "ItemActions"
_classname = getText (configFile >> _isClass >> _item >> _classType >> _action >> "create");
_requiredTools = getArray (configFile >> _isClass >> _item >> _classType >> _action >> "require");
_requiredParts = getArray (configFile >> _isClass >> _item >> _classType >> _action >> "consume");
_ghost = getText (configFile >> _isClass >> _item >> _classType >> _action >> "ghost");
//need to move to array and separate what checks need to be done.
_byPassChecks = getText (configFile >> _isClass >> _item >> _classType >> _action >> "byPass");
if (_byPassChecks == "") then { _byPassChecks = "BaseItems" };
if (_ghost == "") then { _ghost = _classname; };
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "canbevertical"));
_onLadder = {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder") == 1};
_isWater = {(surfaceIsWater (getPosATL _object)) or dayz_isSwimming};
if (0 != count Dayz_constructionContext) then {
r_action_count = 0;
localize "str_already_building" call dayz_rollingMessages;
diag_log [ diag_ticktime, __FILE__, 'already building, exiting', Dayz_constructionContext, typeName Dayz_constructionContext];
};
// item is missin - this really is pointless but it aint broke so dont fix it
if (isClass (configFile >> _isClass >> _item)) then {
if ((!(_item IN magazines player))) exitWith {
_string = switch true do {
case (_item isKindOf "Land_A_tent"): {"str_player_31_pitch"};
default {"str_player_31_build"};
};
format[localize "str_player_31",_text,(localize _string)] call dayz_rollingMessages;
//diag_log(format["player_build: item:%1 require:%2 Player items:%3 magazines:%4", _item, _requiredTools, (items player), (magazines player)]);
};
};
// lets check player has requiredTools for upgrade
_ok = true;
_missing = "";
{
if (!(_x IN items player)) exitWith {
//systemchat("Missing tools for upgrade." +str());
_missing = getText (configFile >> "CfgWeapons" >> _x >> "displayName");
_ok = false;
};
} count _requiredTools;
if (!_ok) exitWith {
r_action_count = 0;
format[localize "str_player_31_missingtools",_text,_missing] call dayz_rollingMessages;
};
_posReference = [player] call FNC_GetPos;
_canBuild = [_posReference, _item, false] call DZE_BuildChecks;
if !(_canBuild select 0) exitWith {};
// lets check player has requiredParts for upgrade
_ok = true;
_upgradeParts = [];
{
if (!(_x IN magazines player)) exitWith {
_missing = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
_ok = false;
};
if (_x IN magazines player) then {
_upgradeParts set [count _upgradeParts, _x];
player removeMagazine _x;
};
} count _requiredParts;
if (!_ok) exitWith {
{ player addMagazine _x; } foreach _upgradeParts;
r_action_count = 0;
format[localize "str_player_31", _missing, localize "str_player_31_build"] call dayz_rollingMessages;
};
localize "str_player_build_rotate" call dayz_rollingMessages;
//Get fence beams based on model
_getBeams = {
private [ "_p", "_r", "_bn", "_bb", "_bx", "_by" ];
_o = _this select 0;
_offset = _this select 1;
_rot = _this select 2;
_r = [];
for "_bn" from 1 to 4 do {
_p = _o selectionPosition Format [ "beam%1", _bn ];
if (_p distance [0,0,0] == 0) exitWith {
if (_bn == 1) then { // no memory points defined
_bb = boundingBox _o;
_h = _offset + ((_o worldToModel (getPosATL _o)) select 2);
_p = [ (_bb select 0) select 0, 0, _h ];
_r set [ 0, _o modelToWorld _p];
_p = [ (_bb select 1) select 0, 0, _h ];
_r set [ 1, _o modelToWorld _p];
};
};
if (_rot != 0) then {
_bx = _p select 0;
_by = _p select 1;
_p set [0, (_bx * cos _rot) - (_by * sin _rot)];
_p set [1, (_bx * sin _rot) + (_by * cos _rot)];
};
_p set [2, (_p select 2) + _offset];
_r set [ count _r, _o modelToWorld _p];
};
_r
};
_minElevation = {
private "_r";
_r = 400;
{ _r = _r min (_x select 2); } count _this;
_r
};
_maxElevation = {
private "_r";
_r = -400;
{ _r = _r max (_x select 2); } count _this;
_r
};
//Collision system replaced.
/*
//Is the placed object inside another object
_insideCheck = {
private ["_bbb","_building","_ubb","_unit","_check","_min","_max","_myX","_p","_myY"];
_building = _this select 0;
_unit = _this select 1;
if ((typeOf _building != "") and {((sizeOf (typeOf _building) < 8) or {(_unit distance _building > (sizeOf (typeOf _building) + sizeOf (typeOf _unit))/2)})}) exitwith {false};
_bbb = boundingBox _building;
_ubb = boundingBox _unit;
_check = {
_min = _bbb select 0;
_max = _bbb select 1;
_myX = _p select 0;
_myY = _p select 1;
(((_myX > (_min select 0)) and {(_myX < (_max select 0))}) and {((_myY > (_min select 1)) and {(_myY < (_max select 1))})})
};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 0) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 1) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 1) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 0) select 1, 0]);
if (call _check) exitWith {true};
false
};
*/
//check if building being placed and objects around placement is free to be built on.
//Fence owners must build all the foundations by one player anyone can still upgrade (pending lock build level)
_checkBuildingCollision =
{
_objColliding = objNull;
local _wall = _object isKindOf "DZ_buildables";
{
if (!(isNull _x || { _x == player || _x == _object}) && { !(_wall && { _x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player } }) && { [_object, _x] call fn_collisions } }) exitWith
{
_objColliding = _x;
};
}
foreach nearestObjects [_object, ["AllVehicles", "Building", "DZ_buildables"], 35];
};
//Is placement on a road?
_checkOnRoad = {
_roadCollide = false;
{
_x set [2,0];
if (isOnRoad _x) exitWith { _roadCollide = true;};
} forEach ([_object, 0,0] call _getBeams);
_roadCollide
};
//Make the object attach to beams if it can
_checkBeam2Magnet = {
_a = [];
{
if ((!isNull _x) and (_x != _object)) then { _a = _a + ([_x, 0,0] call _getBeams); };
} forEach (nearestObjects [getPosATL _object, ["DZ_buildables"], 15]);
_beams = [_object, 0,0] call _getBeams;
_best = [50,[0,0,0],[0,0,0]];
{
_b = _x;
{
_d = [_x, _b] call BIS_fnc_distance2D;
if (_d < _best select 0) then {
_best = [_d,_b,_x];
};
} forEach _a;
} count _beams;
// _best contains the best beam to dock to. [ distance, coor of beam found around, coor of beam of ghost object ]
};
_checkNotBuried = {
// lift up the object so that any beams are buried, but also don't lift further the planting level (straight placement only)
_elevation = _position select 2;
_delta = 0;
_overElevation = 0;
_beams = [_object, 0,0] call _getBeams;
if (_elevation < 0) then { _delta = -_elevation; }
else {
_overElevation = _beams call _minElevation;
if (_overElevation>0.05) then { // bury the object so that posATL is still positif and all beams are above the ground
_delta = - (_overElevation min _elevation);
};
if (_overElevation < -0.05) then { // lift up the object because a beam is burried
_delta = - _overElevation + 0.10;
};
};
_position set [ 2, _elevation + _delta ];
_maxplanting = _beams call _maxElevation;
// _maxplanting is the height of the emerging foundations, must not be so high because we don't want some "floating" foundations
};
_object = _ghost createVehicleLocal getMarkerpos "respawn_west";
_safeDistance = 0.5 + (sizeOf _ghost) * 0.5; // beware of hedgehogs
_dir = getDir player;
_object setDir _dir;
Dayz_constructionContext = [_object, round (_dir/5)*5, cameraView, false, true, _keepOnSlope];
// ghost, angle, previous camera, build view on/off, continue on/off, slope on/off
//_posReference = getPosATL player;
_objColliding = objNull;
_best = [50,[0,0,0],[0,0,0]];
_maxplanting = 10;
_position = getPosATL _object;
_actionBuildHidden = true;
_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts, _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
while {r_action_count != 0 and Dayz_constructionContext select 4} do {
// force the angle so that the ghost is showing always the same side
_angleRef=Dayz_constructionContext select 1;
_dir = _angleRef - (getDir player);
if (_dir > 180) then {_dir = _dir - 360};
if (_dir < -180) then {_dir = _dir + 360};
if (_dir < -75) then {
_angleRef = ceil(((getDir player) - 75)/5)*5;
Dayz_constructionContext set [ 1, _angleRef];
};
if (_dir > 75) then {
_angleRef = floor(((getDir player) + 75)/5)*5;
Dayz_constructionContext set [ 1, _angleRef];
};
// move object according to player position
if ((abs(([_object, player] call BIS_fnc_distance2D) - _safeDistance) > (if (_best select 0 < 0.50) then {0.50} else {0.05}))
or (abs([player, _object] call BIS_fnc_relativeDirTo) > (if (_best select 0 < 0.50) then {5} else {1})) or (r_interrupt)) then {
r_interrupt = false;
_object setDir _angleRef;
_tmp = player modelToWorld [0, _safeDistance,0];
if (Dayz_constructionContext select 5 or _keepOnSlope) then {
_tmp set [2, 0];
_object setVectorUp surfaceNormal _tmp;
}
else {
_tmp set [2, _position select 2];
_object setVectorUp [0,0,1];
};
_position = +(_tmp);
_object setPosATL _position;
// check now that ghost is not colliding
call _checkBuildingCollision;
diag_log format ["_objColliding: %1", _objColliding];
};
// try to dock a beam from current ghost to another beams nearby
call _checkBeam2Magnet;
if (_best select 0 < 0.50) then {
_position = [
(_position select 0) + ((_best select 2) select 0) - ((_best select 1) select 0),
(_position select 1) + ((_best select 2) select 1) - ((_best select 1) select 1),
_position select 2
];
_object setPosATL _position;
};
if (Dayz_constructionContext select 5 or _keepOnSlope) then {
_maxplanting = 0;
_position set [2, 0];
}
else {
// adjust the elevation of the object according to slope and beams to keep them visible (straight placement only)
call _checkNotBuried;
};
_object setPosATL _position;
if ((((vehicle player) != player or _posReference distance player > 20 or 0 != player getVariable["startcombattimer",0]) or {(!alive player)}) or {((call _onLadder) or {(call _isWater)})}) exitWith {
[[],[],[],[_object, _requiredParts , _classname, _text, false, 0, "none"]] call object_build;
};
if (_byPassChecks == "byPassRoadCheck") then {
if (isNull _objColliding and _maxplanting <= _emergingLevel) then { // placement is fine, enable "Build" in the menu
if (_actionBuildHidden) then {
_actionBuildHidden = false;
player removeAction _actionCancel;
_sfx = if (_object isKindOf "Land_A_tent") then {"tentunpack"} else {"repair"};
_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
};
} else {
if (!_actionBuildHidden) then {
_actionBuildHidden = true;
player removeAction _actionBuild;
};
};
};
if (_byPassChecks == "BaseItems") then {
if (isNull _objColliding and _maxplanting <= _emergingLevel and !(call _checkOnRoad)) then { // placement is fine, enable "Build" in the menu
if (_actionBuildHidden) then {
_actionBuildHidden = false;
player removeAction _actionCancel;
_sfx = if (_object isKindOf "Land_A_tent") then {"tentunpack"} else {"repair"};
_actionBuild = player addAction [localize "str_player_build_complete", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, true, 20, _sfx], 1, true, true, "", "0 != count Dayz_constructionContext"];
_actionCancel = player addAction [localize "str_player_build_cancel", "\z\addons\dayz_code\actions\object_build.sqf", [_object, _requiredParts , _classname, _text, false, 0, "none"], 1, true, true, "", "0 != count Dayz_constructionContext"];
};
} else {
if (!_actionBuildHidden) then {
_actionBuildHidden = true;
player removeAction _actionBuild;
};
};
};
uiSleep 0.01;
};
if (!_actionBuildHidden) then { // player can't build until all is fine
_actionBuildHidden = true;
player removeAction _actionBuild;
};
player removeAction _actionCancel;
if (Dayz_constructionContext select 3) then { // "build" camera was on, switch it off
call fn_buildCamera;
};
Dayz_constructionContext = [];
r_action_count = 0;
//systemChat "Dayz_constructionContext reset";