Dayz 1.25
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Файл ActionMineTree.c

См. исходные тексты.

Структуры данных

class  MineActionData
 
class  ActionMineBase
 

Функции

override void CreateActionComponent ()
 
ActionMineBase ActionContinuousBase ActionMineTree ()
 
override ActionData CreateActionData ()
 
override void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetYieldName (PlayerBase player, ActionTarget target, ItemBase item)
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool CanContinue (ActionData action_data)
 not checking target damage anymore, callback takes care of that
 
override void OnFinishProgressServer (ActionData action_data)
 

Переменные

MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT = 4
 
EHarvestType m_HarvestType = EHarvestType.NORMAL
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
78 {
79 //Action not allowed if player has broken legs
80 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
81 return false;
82
83 Object targetObject = target.GetObject();
84
85 return targetObject.IsTree() && targetObject.IsCuttable();
86 }
eBrokenLegs
Definition EBrokenLegs.c:2
Definition ObjectTyped.c:2
Definition EntityAI.c:95

◆ ActionMineTree()

63 {
64 m_CallbackClass = ActionMineTreeCB;
65 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_HACKTREE;
66 m_FullBody = true;
67 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
69 }
bool m_FullBody
Definition ActionBase.c:52
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionConstants.c:119
const float ROUGH_HIGH
Definition ActionConstants.c:122
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки TIME_BETWEEN_MATERIAL_DROPS_DEFAULT.

◆ CanContinue()

override bool CanContinue ( ActionData action_data)

not checking target damage anymore, callback takes care of that

90 {
91 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
92 return false;
93
95 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
bool ActionConditionContinue(ActionData action_data)
Definition ActionBase.c:367

Перекрестные ссылки ActionConditionContinue() и m_ConditionItem.

◆ CreateActionComponent()

override void CreateActionComponent ( )
11 {
12 m_ActionData.m_ActionComponent = new CAContinuousMineWood(TIME_BETWEEN_MATERIAL_DROPS_DEFAULT);
13 }
MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT
Definition CAContinuousMineWood.c:2

◆ CreateActionData()

override ActionData CreateActionData ( )

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
72 {
75 }
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTCursor.c:2
Definition ActionConstants.c:105
const float SMALL
Definition ActionConstants.c:106

◆ GetYieldName()

string GetYieldName ( PlayerBase player,
ActionTarget target,
ItemBase item )
78 {
79 //Action not allowed if player has broken legs
80 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
81 return false;
82
83 Object targetObject = target.GetObject();
84
85 return targetObject.IsTree() && targetObject.IsCuttable();
86 }
87
90 {
91 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
92 return false;
93
95 }
96
98 {
99 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
100 }
101}
override void OnFinishProgressServer(ActionData action_data)
Definition ActionMineTree.c:97
override bool CanContinue(ActionData action_data)
not checking target damage anymore, callback takes care of that
Definition ActionMineTree.c:89
Definition ActionBase.c:21

◆ OnActionInfoUpdate()

override void OnActionInfoUpdate ( PlayerBase player,
ActionTarget target,
ItemBase item )

Перекрестные ссылки m_ConditionItem, m_ConditionTarget и UAMaxDistances::SMALL.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
98 {
99 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
100 }

Перекрестные ссылки m_SpecialtyWeight.

Переменные

◆ m_HarvestType

Используется в ActionMineTreeBark::ActionMineTreeBark().

◆ TIME_BETWEEN_MATERIAL_DROPS_DEFAULT

MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT = 4

Используется в ActionMineTree().