mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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149 lines
5.3 KiB
Plaintext
149 lines
5.3 KiB
Plaintext
//Code developed by Axe Cop for use in DayZ Epoch Mod.
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private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"];
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if (DZE_ActionInProgress) exitWith { cutText ["Maintenance already in progress." , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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player removeAction s_player_maintain_area;
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s_player_maintain_area = 1;
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player removeAction s_player_maintain_area_preview;
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s_player_maintain_area_preview = 1;
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_target = cursorTarget; // Plastic_Pole_EP1_DZ
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_objectClasses = ["ModularItems", "DZE_Housebase"] + DZE_ExtraMaintain;
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_range = 50; // set the max range for the maintain area
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_objects = nearestObjects [_target, _objectClasses, _range];
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//filter to only those that have 10% damage
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_objects_filtered = [];
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{
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if (damage _x >= 0.1) then {
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_objects_filtered set [count _objects_filtered, _x];
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};
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} forEach _objects;
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_objects = _objects_filtered;
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// TODO dynamic requirements based on used building parts?
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_count = count _objects;
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_requirements = [];
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switch true do {
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case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]};
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case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4]]};
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case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]};
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case (_count <= 200): {_requirements = [["ItemBriefcase100oz",2]]};
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case (_count <= 300): {_requirements = [["ItemBriefcase100oz",3]]};
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case (_count <= 400): {_requirements = [["ItemBriefcase100oz",4]]};
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case (_count > 400): {_requirements = [["ItemBriefcase100oz",5]]};
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};
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_option = _this select 3;
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switch _option do {
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case "maintain": {
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_missing = "";
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_missingQty = 0;
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_proceed = true;
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{
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_itemIn = _x select 0;
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_countIn = _x select 1;
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
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if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} forEach _requirements;
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if (_proceed) then {
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player playActionNow "Medic";
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[player,_range,true,(getPosATL player)] spawn player_alertZombies;
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_temp_removed_array = [];
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_removed_total = 0;
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_tobe_removed_total = 0;
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{
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_removed = 0;
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_itemIn = _x select 0;
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_countIn = _x select 1;
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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if (_num_removed >= 1) then {
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_temp_removed_array set [count _temp_removed_array,_x];
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};
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};
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} forEach magazines player;
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} forEach _requirements;
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// all required items removed from player gear
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if (_tobe_removed_total == _removed_total) then {
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{
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_obj = _x;
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// Find objectID
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_objectID = _obj getVariable ["ObjectID","0"];
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// Find objectUID
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_objectUID = _obj getVariable ["ObjectUID","0"];
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if (_objectID == "0" && _objectUID == "0") exitWith { cutText ["At least one building part is not setup yet.", "PLAIN DOWN"];};
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// Get classname
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_classname = typeOf _obj;
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// Get position
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_location = _obj getVariable["OEMPos",(getposATL _obj)];
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// Get direction
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_dir = getDir _obj;
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// Find CharacterID
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_objectCharacterID = _obj getVariable ["CharacterID","0"];
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// Create new object
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_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
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// Set direction
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_object setDir _dir;
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// Set location
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_object setPosATL _location;
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PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player];
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publicVariableServer "PVDZE_obj_Swap";
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player reveal _object;
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} forEach _objects;
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cutText [format["You have maintained %1 building parts.", _count], "PLAIN DOWN", 5];
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// uncomment the next 2 lines if you want logging of area maintenance to the server report file (Arma2OAserver.RPT)
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maintainArea_log = [player, _target, _count];
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publicVariableServer "maintainArea_log";
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} else {
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{player addMagazine _x;} forEach _temp_removed_array;
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cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"];
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};
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} else {
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_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
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cutText [format["Missing %1 more of %2", _missingQty, _textMissing], "PLAIN DOWN"];
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};
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};
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case "preview": {
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_cost = "";
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{
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_itemIn = _x select 0;
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_countIn = _x select 1;
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_itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName");
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if (_cost != "") then {
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_cost = _cost + " and ";
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};
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_cost = _cost + (str(_countIn) + " of " + _itemText);
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} forEach _requirements;
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cutText [format["%1 building parts in range, maintenance would cost %2.", _count, _cost], "PLAIN DOWN"];
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};
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};
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DZE_ActionInProgress = false;
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s_player_maintain_area = -1;
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s_player_maintain_area_preview = -1;
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