Files
DayZ-Epoch/SQF/dayz_code/actions/modular_build.sqf
ebaydayz 4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00

618 lines
20 KiB
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private ["_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ","_hasRequired","_hasrequireditem","_reason","_buildObject","_location1","_object","_objectHelper","_position","_controls","_cancel","_dir","_cnt","_pos","_distance","_buildables","_onLadder","_vehicle","_inVehicle","_abort","_needNear","_isNear","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies","_missing","_checkMag","_enableGhost","_helperColor","_canDo","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_location2","_lastDir","_objectHelperDir","_objectHelperPos","_tmpbuilt","_limit","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display"];
//Check if building already in progress, exit if so.
if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_40","PLAIN DOWN"];};
DZE_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;
call gear_ui_init;
closeDialog 1;
if (dayz_isSwimming) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26","PLAIN DOWN"];};
if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_42","PLAIN DOWN"];};
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21","PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_43","PLAIN DOWN"];};
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 = "fire";
};
};
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "workshop";
};
};
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "fuel tank";
};
};
};
} forEach _needNear;
if (_abort) exitWith {
cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
_classname = getText (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
_require = getArray (configFile >> "cfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "require");
_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
};
_requireplot = DZE_requireplot; //check for plotpole requirements defined in init.sqf
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
};
_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
if((count _offset) <= 0) then {
_offset = [0,1.5,0];
};
_isPole = (_classname == "Plastic_Pole_EP1_DZ"); //check if item is plotpole
_isLandFireDZ = (_classname == "Land_Fire_DZ"); //check if item is campfire
_distance = DZE_PlotPole select 0;
_needText = localize "str_epoch_player_246"; //text for when requirements not met
_canBuildOnPlot = false;
_nearestPole = objNull;
_ownerID = 0;
_friendlies = [];
if(_isPole) then { //check if object is plotpole and adjust distance accordingly
_distance = DZE_PlotPole select 1;
};
// check for near plotpoles
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance]; //create an array of nearby objects that are plotpoles, nearest will always be first in array
_findNearestPole = []; //must define an empty array to avoid problems
{
if (alive _x) then { //only look for non-destroyed plotpoles
_findNearestPole set [(count _findNearestPole),_x]; //build an array of live plotpoles found nearby
};
} count _findNearestPoles; //count each item in previously created array of nearby plotpoles
_IsNearPlot = count (_findNearestPole); //count our new array of non-destroyed plotpoles. Empty array will return 0
// End script if item is plot pole and another one exists within defined radius
if(_isPole && _IsNearPlot > 0) exitWith {DZE_ActionInProgress = false;cutText [(format [localize "str_epoch_player_44",_distance]),"PLAIN DOWN"];};
if(_IsNearPlot == 0) then { //No live plotpoles were found nearby
// Allow building of plot
if(_requireplot == 0 || _isLandFireDZ) then {
_canBuildOnPlot = true;
};
} else {
// Since there are plots nearby we check for ownership and then for friend status
// check nearby plots ownership and then for friend status
_nearestPole = _findNearestPole select 0; //nearest is always first in array when using nearestObjects check
// Find owner
_ownerID = _nearestPole getVariable ["CharacterID","0"];
// check if friendly to owner
if(dayz_characterID == _ownerID) then { //Keep ownership
// owner can build anything within his plot except other plots
if(!_isPole) then {
_canBuildOnPlot = true;
};
} else {
// disallow building plot
if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
};
if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false;cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance],"PLAIN DOWN"];};
_buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables"];
_buildables set [count _buildables,"TentStorage"];
_center = if (isNull _nearestPole) then {_pos} else {_nearestPole};
if ((count (nearestObjects [_center,_buildables,_distance])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false;cutText [(format [localize "str_epoch_player_41",_distance]),"PLAIN DOWN"];};
_missing = "";
_hasrequireditem = true;
{
_hastoolweapon = _x in weapons player; //check each required item against weapons array on player
if(!_hastoolweapon) exitWith {_hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName");};
} count _require; //count each item in requirements array
_hasbuilditem = DZE_buildItem in magazines player;
if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false;cutText [format[(localize "str_player_31"),_text,"build"],"PLAIN DOWN"];};
if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false;cutText [format[(localize "str_epoch_player_137"),_missing],"PLAIN DOWN"];};
if (_hasrequireditem) then {
_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
_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;
};
_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;
_dir = -45;
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
_dir = 45;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
helperDetach = false;
} else {
_objectHelperDir = getDir _objectHelper;
detach _objectHelper;
[_objectHelper] call FNC_GetSetPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
DZE_F = false;
};
if(_rotate) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
} else {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
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 setDir _objectHelperDir-(getDir player);
};
};
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;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Object is placed to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 10 meters";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (player getVariable["combattimeout", 0] >= time) 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 = "Cancelled building.";
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 = "Cannot build on a road."; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
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
// 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)
};
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
_location = ASLtoATL _location; //Database uses ATL
} else {
_tmpbuilt setPosATL _location;
};
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
_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
["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] >= time)) 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;
};
cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; //report how many steps are done out of total limit
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 {
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
if (_isPole) then { //if item was a plotpole, build a visual radius around it
[] spawn player_plotPreview;
};
_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 = "Red";
};
if (_combination_1 == 101) then {
_combination_1_Display = "Green";
};
if (_combination_1 == 102) then {
_combination_1_Display = "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
PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],[]];
publicVariableServer "PVDZ_obj_Publish";
cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; //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 {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[]];
publicVariableServer "PVDZ_obj_Publish";
};
};
} else { //if magazine was not removed, cancel publish
deleteVehicle _tmpbuilt;
cutText [localize "str_epoch_player_46","PLAIN DOWN"];
};
} 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;
cutText [localize "str_epoch_player_46","PLAIN DOWN"];
};
} else { //cancel build if passed _cancel arg was true or building on roads/trader city
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
};
};
DZE_ActionInProgress = false;