Files
DayZ-Epoch/SQF/dayz_code/actions/player_build_publish.sqf
icomrade c3ed4e49e1 Replace sleep with uiSleep
see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
2016-02-17 13:03:17 -05:00

224 lines
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private ["_passArray","_cancel","_position","_reason","_classnametmp","_classname","_tmpbuilt","_dir","_location","_text","_limit","_isOk","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_lockable","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display"];
//defines
_cancel = _this select 0;
_position = _this select 1;
_classnametmp = _this select 2;
_isAllowedUnderGround = _this select 3;
_text = _this select 4;
_isPole = _this select 5;
_lockable = _this select 6;
_dir = _this select 7;
_reason = _this select 8;
_passArray = [];
_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
[10,10] call dayz_HungerThirst;
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
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
publicVariableServer "PVDZE_obj_Publish";
cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; //display new combination
} 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 {
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
publicVariableServer "PVDZE_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; //in any case always finish last function with this to "reset" everything.