DayZ 1.30
DayZ Explorer by KGB
 
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ActionCreateIndoorOven.c
См. документацию.
2{
4 {
5 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
6 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
7 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
8 m_Text = "#place_object";
9 }
10
16
17 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
18 {
19 if ( !target ) return false;
20
21 Object target_object = target.GetObject();
22 string action_selection = target_object.GetActionComponentName( target.GetComponentIndex() );
23 BuildingWithFireplace building = BuildingWithFireplace.Cast( target_object );
24
25 if ( target_object && building && action_selection.Contains( OvenIndoor.OVENPOINT_ACTION_SELECTION ) )
26 {
27 if ( !IsInReach(player, target, UAMaxDistances.DEFAULT) ) return false;
28
29 vector fire_point_pos_world, fire_point_rot_world;
30 int fire_point_index = OvenIndoor.GetFirePointIndex( action_selection );
31 if ( OvenIndoor.CanPlaceFireplaceInSelectedSpot( building, fire_point_index, fire_point_pos_world, fire_point_rot_world ) )
32 {
33 float rot_deg = 0.0;
34 if ( building.HasSelection( OvenIndoor.OVENPOINT_PLACE_ROT + fire_point_index.ToString() ) )
35 {
36 vector diff = fire_point_rot_world - fire_point_pos_world;
37 diff[1] = 0.0;
38 diff.Normalize();
39 float dotp = vector.Dot( "0 0 1" , diff );
40 rot_deg = Math.Acos( dotp ) * Math.RAD2DEG;
41 if ( ( diff[0] < 0 ) && ( diff[2] < 0 ) )
42 rot_deg = 360.0 - rot_deg;
43 else if ( ( diff[0] < 0 ) && ( diff[2] > 0 ) )
44 rot_deg = 360.0 - rot_deg;
45
46 //Debug.DrawArrow( fire_point_pos_world, fire_point_pos_world + diff );
47 }
48
49 float fire_point_dist = vector.Distance( fire_point_pos_world, player.GetPosition() );
50 if ( fire_point_dist <= 2 )
51 {
52 player.SetLastFirePoint( fire_point_pos_world );
53 player.SetLastFirePointIndex( fire_point_index );
54 player.SetLastFirePointRot( rot_deg );
55 return true;
56 }
57 }
58 }
59
60 return false;
61 }
62
63 override void OnExecuteServer( ActionData action_data )
64 {
65 BuildingWithFireplace buildingFireplace = BuildingWithFireplace.Cast(action_data.m_Target.GetObject());
66 Object obj = g_Game.CreateObjectEx(buildingFireplace.GetOvenType(0), action_data.m_Player.GetLastFirePoint(), ECE_PLACE_ON_SURFACE );
67
68 int m_FirePointIndex = action_data.m_Player.GetLastFirePointIndex();
69 float m_FireplaceRot = action_data.m_Player.GetLastFirePointRot();
70 vector smoke_point_pos = action_data.m_Target.GetObject().GetSelectionPositionMS( OvenIndoor.OVENPOINT_SMOKE_POSITION + m_FirePointIndex.ToString() );
71 vector smoke_point_pos_world = action_data.m_Target.GetObject().ModelToWorld( smoke_point_pos );
72 vector m_SmokePosition = smoke_point_pos_world;
73
74 OvenIndoor fp_indoor = OvenIndoor.Cast( obj );
75 if ( fp_indoor )
76 {
77 fp_indoor.SetFirePointIndex( m_FirePointIndex );
78 fp_indoor.SetSmokePointPosition( m_SmokePosition );
79
80 vector fprot = vector.Zero;
81 fprot[0] = m_FireplaceRot;
82 fp_indoor.SetOrientation( fprot );
83
84 fp_indoor.Synchronize();
85
86 //move item to target fireplace
87 if (!g_Game.IsMultiplayer())
88 {
89 ClearInventoryReservationEx(action_data);
90 action_data.m_Player.LocalTakeEntityToTargetAttachment(fp_indoor, action_data.m_MainItem);
91 }
92 else
93 action_data.m_Player.ServerTakeEntityToTargetAttachment(fp_indoor, action_data.m_MainItem);
94 }
95 }
96
97 override bool IsLockTargetOnUse()
98 {
99 return false;
100 }
101}
string m_Text
Определения ActionBase.c:57
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Определения ActionBase.c:1290
ref CCIBase m_ConditionItem
Определения ActionBase.c:63
float m_SpecialtyWeight
Определения ActionBase.c:77
ref CCTBase m_ConditionTarget
Определения ActionBase.c:64
void ClearInventoryReservationEx(ActionData action_data)
Определения ActionBase.c:1120
int m_StanceMask
Определения ActionBase.c:61
ActionPlaceFireplaceIndoor m_FirePointIndex
vector m_SmokePosition
Определения ActionPlaceFireplaceIndoor.c:86
float m_FireplaceRot
Определения ActionPlaceFireplaceIndoor.c:85
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
DayZGame g_Game
Определения DayZGame.c:4074
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCreateIndoorOven.c:17
override bool IsLockTargetOnUse()
Определения ActionCreateIndoorOven.c:97
void ActionCreateIndoorOven()
Определения ActionCreateIndoorOven.c:3
override void CreateConditionComponents()
Определения ActionCreateIndoorOven.c:11
override void OnExecuteServer(ActionData action_data)
Определения ActionCreateIndoorOven.c:63
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionTarget m_Target
Определения ActionBase.c:39
ItemBase m_MainItem
Определения ActionBase.c:35
Определения ActionBase.c:22
void ActionSingleUseBase()
Определения ActionSingleUseBase.c:31
int m_CommandUID
Определения AnimatedActionBase.c:147
string GetOvenType(int firePointIndex)
Определения BuildingWithFireplace.c:12
Определения CCINonRuined.c:2
Определения CCTCursor.c:2
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:114
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Определения EnConvert.c:305
static const vector Zero
Определения EnConvert.c:123
proto float Normalize()
Normalizes vector. Returns length.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
Определения EnConvert.c:119
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
static proto float Acos(float c)
Returns angle in radians from cosinus.
static const float RAD2DEG
Определения EnMath.c:16
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286