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DayZ-Epoch/SQF/dayz_code/actions/remove.sqf
2022-04-16 17:07:20 +02:00

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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// delete object from db with extra waiting by [VB]AWOL
//
// Modified by: Victor the Cleaner
// Date: August 2021
//
// - Will now accept array parameter: [_obj, _actionContext, _isModular]
//
// * _obj is the object to be removed
// * _actionContext is a unique ID referencing either remove or deconstruct actions
// * _isModular is for handling refunds of modular objects only
//
// - Script now adds colored helpers to modular objects when removing or deconstructing.
//
// * Green: Refund one kit
// * Blue: Refund entire recipe of parts (multiple items)
// * Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled
//
// - Refunds for non-modular objects are handled by their respective config settings.
//
// - Removed non-lockable storage objects will now refund their contents.
//
// * The corresponding storage kit will be refunded.
// * If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
// * If the spawn point is too close to a building, backpacks will spawn at the player's location.
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
local _p = _this select 3; // get addAction parameter
local _obj = _p; // object
local _actionContext = 2; // default to remove action
local _isModular = false; // for removal of non-modular objects
if (typeName _p == "ARRAY") then { // allow for remove/deconstruct array to be passed
_obj = _p select 0; // object
_actionContext = _p select 1; // remove or deconstruct
_isModular = _p select 2; // isModular or isModularDoor
};
if (isNull _obj) exitWith {
dayz_actionInProgress = false;
systemChat localize "str_cursorTargetNotFound"; // You must be looking at the item to interact with it.
};
if (_obj getVariable ["GeneratorRunning", false]) exitWith {
dayz_actionInProgress = false;
localize "str_epoch_player_89" call dayz_rollingMessages; // Cannot remove a running generator.
};
local _objType = typeOf _obj; // object's classname
local _bbObject = boundingBox _obj select 1; // positive x,y dimensions
if (_objType in DZE_DoorsLocked && !(_objType in DZE_LockedGates)) exitWith {
dayz_actionInProgress = false;
localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages; // You must remove the lock to delete this item!
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// prevent player actions appearing during animation cycle
player removeAction s_player_deleteBuild;
player removeAction s_player_deconstruct;
player removeAction s_player_upgrade_build;
player removeAction s_player_maint_build;
s_player_deleteBuild = 1;
s_player_deconstruct = 1;
s_player_upgrade_build = 1;
s_player_maint_build = 1;
local _wasStanding = ["perc", animationState player] call fnc_inString;
local _sleep = 0;
local _objOwnerID = _obj getVariable["ownerPUID","0"];
local _isOwnerOfObj = (_objOwnerID == dayz_playerUID);
local _isDestructable = _obj isKindOf "BuiltItems";
local _isWreck = _objType in DZE_isWreck;
local _isRemovable = _objType in DZE_isRemovable;
local _isWreckBuilding = _objType in DZE_isWreckBuilding;
local _isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
local _isAmmoSupplyWreck= _objType == "Land_ammo_supply_wreck";
local _isPlotPole = _objType == "Plastic_Pole_EP1_DZ";
local _isFireBarrel = _objType == "FireBarrel_DZ";
local _isStorageItem = _objType in DZE_refundStorageItemContents; // non-lockable storage (sheds, crates etc.)
local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1;
if (_playerNear && (_isMine or _isAmmoSupplyWreck)) exitWith {
dayz_actionInProgress = false;
localize "str_pickup_limit_5" call dayz_rollingMessages; // Another player is nearby. Only one player can be near to perform this action.
};
///////////////////////////////////////////////////////////////////////////////////////////////////
local _limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
} else {
if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
};
};
local _plotCheck = [player, false] call FNC_find_plots;
local _isNearPlot = _plotCheck select 1;
local _nearestPole = _plotCheck select 2;
if (_isNearPlot > 0) then {
// Since there are plot poles nearby we need to check ownership && friend status
local _accessCheck = [player, _nearestPole] call FNC_check_access;
local _isowner = _accessCheck select 0;
local _isfriendly = ((_accessCheck select 1) or (_accessCheck select 3));
if (!_isowner && !_isfriendly) then {
_limit = round(_limit * 2);
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Added functionality to display helpers on modular objects
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _modularRefund = false;
local _isEnabled = false;
local _refund = []; // can be either STRING or ARRAY
local _helperTexture = DZE_removeTexture; // default helper color: green
if (_isModular) then {
{
if (_objType == _x select 1) exitWith { // find matching class
_isEnabled = _x select 0; // is refund enabled?
_refund = _x select _actionContext; // get refund array
};
} count DZE_modularConfig;
if (_actionContext == 2) then { // if singular kit
_refund = [[_refund, 1]]; // reformat array
};
_modularRefund = (DZE_refundModular && _isEnabled && !((DZE_RefundDamageLimit > 0) && (damage _obj > DZE_RefundDamageLimit)));
if (_actionContext == 3) then { // if deconstruct
_helperTexture = DZE_deconstructTexture; // blue helpers
};
if (!_modularRefund) then { // if no refunds are to be given
localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages; // notify player - Deconstructing modular buildables will not refund any components.
_helperTexture = DZE_NoRefundTexture; // red helpers
};
};
[_obj, _helperTexture] call fn_displayHelpers; // create helpers
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Begin Removal
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName");
//format[localize "str_epoch_player_162", _nameVehicle] call dayz_rollingMessages; // Starting de-construction of %1.
local _brokenTool = false;
local _counter = 0;
local _isOk = true;
local _proceed = false;
[player, 50, true, (getPosATL player)] spawn player_alertZombies; // Alert zombies once
// Start de-construction loop
while {_isOk} do {
// if object no longer exists this should return true
if (isNull _obj) exitWith {
_isOk = false;
_proceed = false;
};
format[localize "str_epoch_player_163", _nameVehicle, (_counter + 1), _limit] call dayz_rollingMessages; // De-constructing %1, stage %2 of %3 walk away at anytime to cancel.
[player, (getPosATL player), 25, "repair"] spawn fnc_alertZombies;
local _finished = ["Medic", 1] call fn_loopAction;
if (!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if (_finished) then {
_counter = _counter + 1;
if (dayz_toolBreaking) then {
if ((_isDestructable || _isRemovable) && !_isOwnerOfObj) then {
if ([DZE_toolBreakChance] call fn_chance) then {
_brokenTool = true;
};
};
};
};
if (_brokenTool) exitWith {
_isOk = false;
_proceed = false;
};
if (_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
[] call fn_displayHelpers; // delete helpers
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// tool breakage
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _success = true;
if (_brokenTool) then {
_success = false;
local _removeTool = if (_isWreck) then {"ItemToolbox"} else {["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom};
if (_removeTool == "ItemCrowbar" && !("ItemCrowbar" in items player)) then {
if ("MeleeCrowbar" in weapons player) then {
player removeWeapon "MeleeCrowbar";
_success = true;
} else {
if (dayz_onBack == "MeleeCrowbar") then {
dayz_onBack = ""; // Remove item
player setVariable ["dayz_onBack", dayz_onBack, true];
_success = true;
if (!isNull (findDisplay 106)) then {((findDisplay 106) displayCtrl 1209) ctrlSetText "";};
};
};
} else {
if (([player, _removeTool, 1] call BIS_fnc_invRemove) > 0) then {_success = true;};
};
if (_success) then {
format[localize "str_epoch_player_164", getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"), _nameVehicle] call dayz_rollingMessages; // %1 broke, cannot remove %2.
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// find refund depending on object category
//
///////////////////////////////////////////////////////////////////////////////////////////////////
// Remove only if player waited AND tool was successfully removed if broken
if (_proceed && _success) then {
// Double check that object is not null
if !(isNull _obj) then {
local _objectPos = getPosATL _obj; // copy now before object deleted
local _iPos = _objectPos; // default refund position
local _iDir = getDir _obj; // default refund direction
local _selectedRemoveOutput = []; // initialize refund array
local _bpTotal = 0; // total number of backpacks to refund
call {
///////////////////////////////////////////////////////////////////////////
//
// dynamic debris wreckage
//
///////////////////////////////////////////////////////////////////////////
if (_isWreck) exitWith {
// Find one random part to refund
local _refundpart = DZE_debrisRefundParts call BIS_fnc_selectRandom;
_selectedRemoveOutput = [[_refundpart, 1]];
};
local _lootGroupIndex = dz_loot_groups find _objType;
local _output = [];
///////////////////////////////////////////////////////////////////////////
//
// metal vein wreck
//
///////////////////////////////////////////////////////////////////////////
if (_isMine) exitWith {
_output = [_lootGroupIndex, 3] call dz_fn_loot_select;
{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, [_x select 2, _x select 3]]]} forEach _output;
// chance of gem occurrence
if ([DZE_GemChance] call fn_chance) then {
local _gems = [];
local _weights = [];
{
_gems set [count _gems, _x select 0];
_weights set [count _weights, _x select 1];
} count DZE_GemOccurance;
local _gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted;
_selectedRemoveOutput set [count _selectedRemoveOutput, [_gemSelected, 1]];
};
};
///////////////////////////////////////////////////////////////////////////
//
// roadside ammo crate
//
///////////////////////////////////////////////////////////////////////////
if (_isAmmoSupplyWreck) exitWith {
_output = [_lootGroupIndex, 5] call dz_fn_loot_select;
{_selectedRemoveOutput set [count _selectedRemoveOutput, [_x select 1, 1, _x select 0]]} forEach _output;
};
///////////////////////////////////////////////////////////////////////////
//
// wrecked modular object
//
///////////////////////////////////////////////////////////////////////////
if (_isWreckBuilding) exitWith {
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
};
///////////////////////////////////////////////////////////////////////////
//
// modular object
//
///////////////////////////////////////////////////////////////////////////
if (_modularRefund) exitWith {
{_selectedRemoveOutput set [count _selectedRemoveOutput, _x]} forEach _refund;
};
///////////////////////////////////////////////////////////////////////////
//
// non-lockable storage item
//
///////////////////////////////////////////////////////////////////////////
if (_isStorageItem) exitWith {
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array
local _weapons = getWeaponCargo _obj;
local _magazines = getMagazineCargo _obj;
local _backpacks = getBackpackCargo _obj;
if ((count _weapons > 0 || {count _magazines > 0 || {count _backpacks > 0}})) then { // has storage items
// reformat cargo arrays into [class, count, type] and append to _selectedRemoveOutput
local _format = [[_weapons,2],[_magazines,3],[_backpacks,5]];
{
local _class = _x select 0 select 0; // weapon, magazine, or backpack
local _total = _x select 0 select 1; // count array
local _type = _x select 1; // item type
local _array = [];
{
_count = _total select _forEachIndex;
_array = [_x, _count, _type]; // format array
_selectedRemoveOutput set [count _selectedRemoveOutput, _array]; // append to output
if (_type == 5) then {_bpTotal = _bpTotal + _count}; // update backpack count
} forEach _class;
} count _format;
};
};
///////////////////////////////////////////////////////////////////////////
//
// All other removable objects
//
///////////////////////////////////////////////////////////////////////////
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); // refund config array
};
call {
///////////////////////////////////////////////////////////////////////////
//
// check if plot pole helpers remain
//
///////////////////////////////////////////////////////////////////////////
if (_isPlotPole) exitWith {
if (!isNil "PP_Marks") then {
{deleteVehicle _x;} count PP_Marks;
PP_Marks = nil;
};
};
///////////////////////////////////////////////////////////////////////////
//
// check if fire barrel was left burning
//
///////////////////////////////////////////////////////////////////////////
if (_isFireBarrel) exitWith {
local _flame = nearestObjects [_obj, ["flamable_DZ"], 1]; // check for inflamed objects
if (count _flame > 0) then { // if any
_flame = (_flame select 0); // get nearest (typeName changes from "ARRAY" to "OBJECT")
_flame inflame false; // extinguish flame
deleteVehicle _flame; // delete proxy object
};
};
};
///////////////////////////////////////////////////////////////////////////////////
//
// delete object from database
//
///////////////////////////////////////////////////////////////////////////////////
if (!_isWreck && !_isWreckBuilding) then {
// Server performs deleteVehicle
PVDZ_obj_Destroy = [netID player,netID _obj, dayz_authKey];
publicVariableServer "PVDZ_obj_Destroy";
} else {
deleteVehicle _obj;
};
if (_isWreckBuilding) then {
PVDZ_send = [player, "RemoveObject", _objectPos, [_objectPos, dayz_authKey, player]];
publicVariableServer "PVDZ_send";
};
//format[localize "str_epoch_player_165", _nameVehicle] call dayz_rollingMessages; // De-constructing %1.
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
///////////////////////////////////////////////////////////////////////////////////
//
// prepare refund and backpack array
//
///////////////////////////////////////////////////////////////////////////////////
if (count _selectedRemoveOutput > 0) then {
local _item = "WeaponHolder" createVehicle [0,0,0];
_item setDir _iDir;
if ((player distance _objectPos) > 1.5) then { // if player was not close to the object
_iDir = [player, _objectPos] call BIS_fnc_dirTo; // update direction
_iPos = [player, 1.5, _iDir] call BIS_fnc_relPos; // update position
};
_iPos set [2, ((getPosATL player) select 2) max 0]; // Match refund height to player height, or place on ground
local _bpDir = floor(random 360); // backpack rotation angle around refund point
local _bpArc = 360 / (_bpTotal max 1); // angle between each backpack (prevents divide by zero)
local _bbMin = ((_bbObject select 0) min (_bbObject select 1)) * 0.5; // 50% of storage object's smallest x,y dimension
local _bpDist = (_bbMin max 0.3) min 0.75; // clamp min/max radial distance from WeaponHolder to backpack pivot point
local _playerPos= getPosATL player;
local _isInside = { // procedure to check whether the supplied position is inside a building's bounding box
local _pos = _this;
local _inside = false;
{
local _building = _x;
if (_building != _item) then { // exclude WeaponHolder when placing backpacks
local _relPos = _building worldToModel _pos;
local _max = (boundingBox _building) select 1;
local _px = _max select 0;
local _py = _max select 1;
local _pz = _max select 2;
local _myX = abs (_relPos select 0);
local _myY = abs (_relPos select 1);
local _myZ = abs (_relPos select 2);
if ((_myX < _px) && {(_myY < _py) && {(_myZ < _pz)}}) then {
_inside = true;
};
};
if (_inside) exitWith {};
} forEach (nearestObjects [_pos, ["Building"], 50]); // scan every "Building" class within 50m
_inside;
};
if (_isStorageItem && (_iPos call _isInside)) then {
_iPos = _playerPos;
_bpDist = 0.1;
};
///////////////////////////////////////////////////////////////////////////
//
// refund items
//
///////////////////////////////////////////////////////////////////////////
local _totalCount = 0; // total number of refunded items
{
local _itemOut = _x select 0; // item to refund
local _countOut = _x select 1; // how many
if (typeName _countOut == "ARRAY") then { // check for random refund range
local _min = _countOut select 0;
local _max = _countOut select 1;
local _range = (abs (_max - _min)) + 1; // add 1 because range is numerically inclusive
_countOut = (floor (random _range)) + _min; // randomize
};
_totalCount = _totalCount + _countOut; // running total of items
if (count _x > 2) then { // if array item has 3 elements
local _type = _x select 2; // get corresponding cargo type
call {
if (_type == 2) exitWith {_item addWeaponCargoGlobal [_itemOut, _countOut]};
if (_type == 3) exitWith {_item addMagazineCargoGlobal [_itemOut, _countOut]};
if (_type == 5) exitWith {
for "_i" from 1 to _countOut do {
local _bpObj = _itemOut createVehicle [0,0,0]; // create backpack
local _bpPos = [_iPos, _bpDist, _bpDir] call BIS_fnc_relPos; // position it a short distance away from the spawn point
_bpObj setVectorDirAndUp [
[0, 0, -1], // lay it flat
[[0, 1, 0], -_bpDir] call BIS_fnc_rotateVector2D // align to holder
];
_bpPos set [2, ((_bpPos select 2) max 0) - 0.15]; // match holder height or place on ground (lowered slightly)
if (_bpPos call _isInside) then {
_bpObj setPosATL _playerPos; // prevent backpack from spawning inside an unenterable building
} else {
_bpObj setPosATL _bpPos; // location is good
};
_bpDir = (_bpDir + _bpArc) % 360; // arrange backpacks evenly
};
};
};
} else {
_item addMagazineCargoGlobal [_itemOut, _countOut]; // default magazine cargo
};
} count _selectedRemoveOutput;
if (_totalCount > 0) then { // Only reveal refund if there is something there. Random ranges can produce zero results.
_sleep = 1;
_item setPosATL _iPos;
player reveal _item;
DZE_GearCheckBypass = true; // Bypass gear menu checks since dialogue will always open on item
player action ["Gear", _item];
};
} else {
[localize "str_epoch_player_90", 1] call dayz_rollingMessages; // No parts were found.
};
} else {
localize "str_epoch_player_91" call dayz_rollingMessages; // Failed, object no longer exists.
};
if (_wasStanding) then {
uiSleep _sleep;
player playActionNow "PlayerStand"; // once the action has completed, return player to a standing pose if they were standing before the action
};
};
dayz_actionInProgress = false;
s_player_deleteBuild = -1;
s_player_deconstruct = -1;
s_player_upgrade_build = -1;
s_player_maint_build = -1;