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DayZ-Epoch/SQF/dayz_code/actions/player_mineStone.sqf
A Man c57d2f8d7a Update mining stones for better stone detection
Made by @Victor-the-Cleaner
2022-01-12 19:13:46 +01:00

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3.3 KiB
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///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Mine Stone
//
// Updated by: Victor the Cleaner
// Date: January 2022
//
///////////////////////////////////////////////////////////////////////////////////////////////////
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
call gear_ui_init;
closeDialog 1;
local _pos1 = eyePos player; // ASL line start
local _line = ATLToASL screenToWorld [0.5,0.5]; // ASL terminus
local _dist = 4;
local _vec1 = [_pos1, _line] call BIS_fnc_vectorFromXToY; // sight vector
local _vec2 = [_vec1, _dist] call BIS_fnc_vectorMultiply; // extend line-of-sight
local _pos2 = [_pos1, _vec2] call BIS_fnc_vectorAdd; // ASL line stop
local _pos3 = +_pos2;
local _pos4 = +_pos1;
local _found = false;
local _rocks = [];
local _model = "";
_pos3 set [2, (_pos3 select 2) - _dist]; // player is looking over low rock
_pos4 set [2, (_pos4 select 2) - _dist]; // player is directly above rock
{
_rocks = lineIntersectsWith [_pos1, _x, player, objNull, true]; // detect objects
_model = "";
if (count _rocks > 0) then {
_model = (_rocks call BIS_fnc_arrayPop) call fn_getModelName; // get model name of nearest target
};
if (_model in DZE_rocks) exitWith {_found = true;}; // found one
} forEach [_pos2, _pos3, _pos4];
if (!_found) then { // if none found, try the old method
{
_model = _x call fn_getModelName;
if (_model in DZE_rocks) exitWith {_found = true;};
} forEach nearestObjects [getPosATL player, [], 8];
};
if (_found) then {
local _countOut = 2 + floor(random 4);
// Start stone mining loop
local _counter = 0;
local _isOk = true;
local _proceed = false;
// check chance before loop, for a maximum amount of 5 loops allowing 5 possible chances
local _mineChance = dayz_HarvestingChance call fn_chance;
while {_isOk} do {
[player,(getPosATL player),50,"minestone"] spawn fnc_alertZombies;
local _finished = ["Medic",1] call fn_loopAction;
local _weapons = weapons player;
// Make sure player did not drop pickaxe
if (!_finished || !("ItemPickaxe" in _weapons)) exitWith {
_isOk = false;
_proceed = false;
};
local _breaking = false;
if (_finished) then {
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
if (dayz_toolBreaking && _mineChance) then {
_breaking = true;
if ("ItemPickaxe" in _weapons) then {
player removeWeapon "ItemPickaxe";
};
if !("ItemPickaxeBroken" in _weapons) then {
player addWeapon "ItemPickaxeBroken";
};
};
// Drop item to ground
["ItemStone",1,1] call fn_dropItem; // item, magazine, amount
_counter = _counter + 1;
};
if ((_counter >= _countOut) || _breaking) exitWith {
if (_breaking) then {
localize "str_PickAxeHandleBreaks" call dayz_rollingMessages;
} else {
localize "str_mining_finished" call dayz_rollingMessages;
};
_isOk = false;
_proceed = true;
};
format[localize "str_mining_progress", _counter, (_countOut - _counter)] call dayz_rollingMessages;
};
if (!_proceed) then {
localize "str_mining_canceled" call dayz_rollingMessages;
};
} else {
localize "str_mining_no_rocks" call dayz_rollingMessages;
};
dayz_actionInProgress = false;