Files
DayZ-Epoch/SQF/dayz_code/actions/player_buildingDowngrade.sqf
icomrade e54b9983dd Replace forEach with Count
Use count where you do not need _forEachIndex variable, it's quicker
than forEach.
2014-05-27 15:37:57 -04:00

163 lines
4.5 KiB
Plaintext

/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_48") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = 1;
_distance = 30;
_needText = localize "str_epoch_player_246";
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} count _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
_canBuildOnPlot = false;
if(_IsNearPlot == 0) then {
_canBuildOnPlot = true;
} else {
// check nearby plots ownership && then for friend status
_nearestPole = _findNearestPole select 0;
// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
// check if friendly to owner
if(dayz_characterID == _ownerID) then {
_canBuildOnPlot = true;
} else {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_141"),_needText,_distance] , "PLAIN DOWN"]; };
// get cursortarget from addaction
_obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(DZE_Lock_Door != _objectCharacterID) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_49") , "PLAIN DOWN"]; };
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};
// Get classname
_classname = typeOf _obj;
// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
if ((count _upgrade) > 0) then {
_newclassname = _upgrade select 0;
_refund = _upgrade select 1;
[1,1] call dayz_HungerThirst;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_invResult = false;
_abortInvAdd = false;
_i = 0;
_addedItems = [];
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
_invResult = [player,_itemOut] call BIS_fnc_invAdd;
if(!_invResult) exitWith {
_abortInvAdd = true;
};
if(_invResult) then {
_i = _i + 1;
_addedItems set [(count _addedItems),[_itemOut,1]];
};
};
if (_abortInvAdd) exitWith {};
} count _refund;
// all parts added proceed
if(_i != 0) then {
// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];
// Get direction
_dir = getDir _obj;
// Reset the character ID on locked doors before they inherit the newclassname
if (_classname in DZE_DoorsLocked) then {
_obj setVariable ["CharacterID",dayz_characterID,true];
_objectCharacterID = dayz_characterID;
};
_classname = _newclassname;
// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
// Set direction
_object setDir _dir;
// Set location
_object setPosATL _location;
cutText [format[(localize "str_epoch_player_142"),_text], "PLAIN DOWN", 5];
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player];
publicVariableServer "PVDZE_obj_Swap";
player reveal _object;
} else {
cutText [format[(localize "str_epoch_player_143"), _i,(getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName"))], "PLAIN DOWN"];
{
[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
} count _addedItems;
};
} else {
cutText [(localize "str_epoch_player_51"), "PLAIN DOWN"];
};
DZE_ActionInProgress = false;
s_player_downgrade_build = -1;