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DayZ-Epoch/SQF/dayz_code/actions/player_breakin.sqf
ebayShopper 4ea3f36830 Update PVDZ_sec_atp logs
This reverts commit 7b287a2

Vanilla commit:

a81dd8164c
2017-11-21 15:05:07 -05:00

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private ["_brokein","_isOk","_hasSledgeHammer","_gps","_vars","_hasToolbox","_hasCrowbar","_limit","_proceed","_counter",
"_dis","_end","_msg","_sfx","_roll","_finished","_isGate","_values","_crowBarChance","_sledgeChance","_breakinChance"];
_target = _this select 3;
_pos = getPos _target;
_isWoodenGate = (typeOf cursorTarget) in ["WoodenGate_2","WoodenGate_3","WoodenGate_4"];
_isMetalGate = (typeOf cursorTarget) in ["MetalGate_2","MetalGate_3","MetalGate_4"];
_limit = 2 + round(random 3);
if (_target getVariable ["actionInProgress",false]) exitWith { "Action is already underway" call dayz_rollingMessages;};
_target setVariable ["actionInProgress",true,true];
_hasSledgeHammer = "ItemSledge" in items player;
_hasCrowbar = "ItemCrowbar" in items player;
if (!_hasSledgeHammer) exitWith {
localize "STR_BLD_BREAKIN_NEED_SLEDGE" call dayz_rollingMessages;
_target setVariable ["actionInProgress",false,true];
uiSleep 1;
};
if (!_hasCrowbar) exitWith {
localize "STR_BLD_BREAKIN_NEED_CROWBAR" call dayz_rollingMessages;
_target setVariable ["actionInProgress",false,true];
uiSleep 1;
};
_isOk = true;
_proceed = false;
_counter = 0;
_brokein = false;
_msg = "";
_end = false;
//[ChanceToBreakin,SledgeChance,CowbarChance]
_values = switch (1==1) do {
case (_isWoodenGate): { [0.07,0.30,0.20] };
case (_isMetalGate): { [0.03,0.15,0.10] };
default { [] };
};
if ( (count _values) == 0 ) exitwith { _target setVariable ["actionInProgress",false,true]; };
//Move breakin chance outside the loop we only test for breakin at the very end of _limit
_breakinChance = [(_values select 0)] call fn_chance;
while {_isOk} do {
//check chance, for a maximum amount of 5 loops allowing 5 possiable chances to breakin we also now divide the max chance by the amount of trys.
_sledgeChance = [((_values select 1) / _limit)] call fn_chance;
_crowBarChance = [((_values select 2) / _limit)] call fn_chance;
//Check if we have the tools to start
_hasSledgeHammer = "ItemSledge" in items player;
_hasCrowbar = "ItemCrowbar" in items player;
if (!_hasSledgeHammer) exitWith {
_proceed = nil;
localize "STR_BLD_BREAKIN_NEED_SLEDGE" call dayz_rollingMessages;
uiSleep 1;
};
if (!_hasCrowbar) exitWith {
_proceed = nil;
localize "STR_BLD_BREAKIN_NEED_CROWBAR" call dayz_rollingMessages;
uiSleep 1;
};
//Run SFX
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
//Run animation loop
_finished = ["Medic",1] call fn_loopAction;
//Everything happened as it should
if(_finished) then {
//Add to Counter
_counter = _counter + 1;
} else {
_isOk = false;
_proceed = false;
_sledgeChance = false;
_crowBarChance = false;
};
//some debug
diag_log format["breakinChance: %1(%7%9), sledgeChance: %2(%5%9), crowBarChance: %3(%6%9), Attempt: %8 of %4",_breakinChance,_sledgeChance,_crowBarChance,_limit,(((_values select 1) / _limit) * 100),(((_values select 2) / _limit) * 100),(((_values select 0) / _limit) * 100),_counter,"%"];
//Chances to damage tools
if (dayz_toolBreaking && (_sledgeChance or _crowBarChance)) exitWith { _proceed = false; };
//End when _counter hits _limit decide if the breakin has been successful
if(_counter == _limit) exitWith {
//start chance to gain access.
if (_breakinChance) then {
_proceed = true;
_brokein = true;
};
//stop loop
_isOk = false;
//Set Done var
_proceed = true;
};
format [localize "STR_BLD_BREAKIN", _counter,_limit] call dayz_rollingMessages;
uiSleep 0.03;
};
//End Loop
//Tool issues
if (isnil "_proceed") then {
_proceed = false;
_sledgeChance = false;
_crowBarChance = false;
};
if (_proceed) then {
//Completed but no success.
if (!_brokein) then {
PVDZ_sec_atp = format["BROKEINFAILED: Play3r %1 Broke into Failed %2 at %3 chances:%4,%5",player, (typeof _target), (mapGridPosition _pos), _sledgeChance, _crowBarChance];
_msg = "STR_BLD_BREAKIN_COMPLETE_FAIL";
} else {
//Completed and successful
//Unlock gate
_target setVariable ["isOpen", "1", true];
//Open Gate.
_target animate ["DoorR", 1];
_target animate ["DoorL", 1];
PVDZ_sec_atp = format["BROKEINSUCCESSFUL: Play3r %1 Broke into %2 at %3",player, (typeof _target), (mapGridPosition _pos)];
_msg = "STR_BLD_BREAKIN_COMPLETE";
};
//Send info to server for admins
publicVariableServer "PVDZ_sec_atp";
};
//Interrupted for some reason
if (!_proceed) then {
if (_sledgeChance && dayz_toolBreaking) then {
player removeWeapon "ItemSledge";
player addMagazine "ItemSledgeHandle";
player addMagazine "ItemSledgeHead";
_msg = "STR_BLD_BREAKIN_BROKEN_SLEDGE";
};
if (_crowBarChance && dayz_toolBreaking) then {
player removeWeapon "ItemCrowbar";
player addWeapon "ItemCrowbarBent";
_msg = "STR_BLD_BREAKIN_BENT_CROWBAR";
};
if (!_crowBarChance and !_sledgeChance) then {
_msg = "STR_BLD_BREAKIN_CANCELLED";
};
};
//Reset action switch
_target setVariable ["actionInProgress",false,true];
// Working-Factor.
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
//Send info to player
localize _msg call dayz_rollingMessages;