actiondeployobject.c 8.9 KB

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  1. class PlaceObjectActionReciveData : ActionReciveData
  2. {
  3. vector m_Position;
  4. vector m_Orientation;
  5. }
  6. class ActionDeployObject : ActionDeployBase
  7. {
  8. void ActionDeployObject()
  9. {
  10. m_CommandUID = 0;
  11. m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
  12. }
  13. override bool HasAlternativeInterrupt()
  14. {
  15. return true;
  16. }
  17. override bool IsDeploymentAction()
  18. {
  19. return true;
  20. }
  21. override bool CanBeUsedWithBrokenLegs()
  22. {
  23. return false;
  24. }
  25. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  26. {
  27. //Client
  28. if (!GetGame().IsDedicatedServer())
  29. {
  30. if (player.IsPlacingLocal())
  31. {
  32. if (!player.GetHologramLocal().IsColliding())
  33. {
  34. if (item.CanBePlaced(player, player.GetHologramLocal().GetProjectionEntity().GetPosition()))
  35. {
  36. return true;
  37. }
  38. }
  39. }
  40. return false;
  41. }
  42. //Server
  43. return true;
  44. }
  45. override bool ActionConditionContinue(ActionData action_data)
  46. {
  47. //Server
  48. if (GetGame().IsDedicatedServer())
  49. {
  50. if (action_data.m_Player.IsPlacingServer())
  51. {
  52. if (GetGame().IsMultiplayer())
  53. action_data.m_Player.GetHologramServer().EvaluateCollision(action_data.m_MainItem);
  54. if (!action_data.m_Player.GetHologramServer().IsColliding())
  55. {
  56. if (action_data.m_MainItem.CanBePlaced(action_data.m_Player, action_data.m_Player.GetHologramServer().GetProjectionEntity().GetPosition()))
  57. return true;
  58. }
  59. return false;
  60. }
  61. return false;
  62. }
  63. return true;
  64. }
  65. override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)
  66. {
  67. if (super.SetupAction(player, target, item, action_data, extra_data))
  68. {
  69. PlaceObjectActionData poActionData;
  70. poActionData = PlaceObjectActionData.Cast(action_data);
  71. poActionData.m_AlreadyPlaced = false;
  72. if (!GetGame().IsDedicatedServer())
  73. {
  74. player.GetHologramLocal().SetUpdatePosition(false);
  75. Hologram hologram = player.GetHologramLocal();
  76. if (hologram)
  77. {
  78. poActionData.m_Position = player.GetHologramLocal().GetProjectionPosition();
  79. poActionData.m_Orientation = player.GetHologramLocal().GetProjectionOrientation();
  80. poActionData.m_Player.SetLocalProjectionPosition(poActionData.m_Position);
  81. poActionData.m_Player.SetLocalProjectionOrientation(poActionData.m_Orientation);
  82. }
  83. else
  84. {
  85. return false;
  86. }
  87. }
  88. if (!action_data.m_MainItem)
  89. return false;
  90. SetupAnimation(action_data.m_MainItem);
  91. return true;
  92. }
  93. return false;
  94. }
  95. override void OnStartClient(ActionData action_data)
  96. {
  97. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  98. if (!poActionData)
  99. return;
  100. if (GetGame().IsMultiplayer())
  101. action_data.m_Player.PlacingCompleteLocal();
  102. }
  103. override void OnStartServer(ActionData action_data)
  104. {
  105. super.OnStartServer(action_data);
  106. if (GetGame().IsMultiplayer())
  107. {
  108. PlaceObjectActionData poActionData;
  109. poActionData = PlaceObjectActionData.Cast(action_data);
  110. if (!poActionData)
  111. return;
  112. EntityAI entity_for_placing = action_data.m_MainItem;
  113. poActionData.m_Player.SetLocalProjectionPosition(poActionData.m_Position);
  114. poActionData.m_Player.SetLocalProjectionOrientation(poActionData.m_Orientation);
  115. if (action_data.m_MainItem)
  116. {
  117. poActionData.m_Player.PlacingStartServer(action_data.m_MainItem);
  118. GetGame().AddActionJuncture(action_data.m_Player, entity_for_placing, 10000);
  119. action_data.m_MainItem.SetIsBeingPlaced(true);
  120. }
  121. }
  122. else
  123. {
  124. //local singleplayer
  125. action_data.m_Player.PlacingStartServer(action_data.m_MainItem);
  126. action_data.m_MainItem.SetIsBeingPlaced(true);
  127. }
  128. }
  129. override void OnFinishProgressClient(ActionData action_data)
  130. {
  131. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  132. if (!poActionData)
  133. return;
  134. EntityAI entity_for_placing = action_data.m_MainItem;
  135. vector position = action_data.m_Player.GetLocalProjectionPosition();
  136. vector orientation = action_data.m_Player.GetLocalProjectionOrientation();
  137. poActionData.m_AlreadyPlaced = true;
  138. entity_for_placing.OnPlacementComplete(action_data.m_Player, position, orientation);
  139. }
  140. override void OnEndClient(ActionData action_data)
  141. {
  142. super.OnEndClient(action_data);
  143. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  144. if (!poActionData.m_AlreadyPlaced)
  145. {
  146. action_data.m_Player.PlacingCancelLocal();
  147. //action terminated locally, send cancel to server
  148. poActionData.m_Player.GetActionManager().RequestEndAction();
  149. if (action_data.m_Player.GetHologramLocal())
  150. action_data.m_Player.GetHologramLocal().SetUpdatePosition(true);
  151. InventoryLocation source = new InventoryLocation;
  152. if (action_data.m_MainItem.GetInventory().GetCurrentInventoryLocation(source) && source.GetType() == InventoryLocationType.GROUND)
  153. {
  154. action_data.m_Player.PredictiveTakeEntityToHands(action_data.m_MainItem);
  155. }
  156. }
  157. }
  158. override void OnEndServer(ActionData action_data)
  159. {
  160. super.OnEndServer(action_data);
  161. if (!action_data || !action_data.m_MainItem)
  162. return;
  163. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  164. if (!poActionData.m_AlreadyPlaced)
  165. {
  166. GetGame().ClearJunctureEx(action_data.m_Player, action_data.m_MainItem);
  167. action_data.m_MainItem.SetIsBeingPlaced(false);
  168. if (GetGame().IsMultiplayer())
  169. {
  170. action_data.m_Player.PlacingCancelServer();
  171. action_data.m_MainItem.SoundSynchRemoteReset();
  172. }
  173. else
  174. {
  175. //local singleplayer
  176. action_data.m_Player.PlacingCancelLocal();
  177. action_data.m_Player.PlacingCancelServer();
  178. }
  179. }
  180. else
  181. {
  182. action_data.m_MainItem.SetIsDeploySound(false);
  183. action_data.m_MainItem.SetIsPlaceSound(false);
  184. action_data.m_MainItem.SoundSynchRemoteReset();
  185. if (action_data.m_MainItem.IsBasebuildingKit())
  186. {
  187. action_data.m_MainItem.Delete();
  188. }
  189. else
  190. {
  191. GetGame().ClearJunctureEx(action_data.m_Player, action_data.m_MainItem);
  192. }
  193. }
  194. }
  195. override void OnStartAnimationLoop(ActionData action_data)
  196. {
  197. if (!GetGame().IsDedicatedServer())
  198. {
  199. if (action_data.m_Player.GetItemInHands())
  200. ActiondeployObjectCB.Cast(action_data.m_Callback).DropDuringPlacing(); //legacy stuff
  201. if (HasProgress()) // if object has no progress, it is moved directly when action finishes
  202. {
  203. ClearInventoryReservationEx(action_data); // Clear reservation as we put the main item from hands on ground
  204. DropDuringPlacing(action_data.m_Player);
  205. }
  206. }
  207. }
  208. override void OnExecuteServer(ActionData action_data)
  209. {
  210. action_data.m_MainItem.SoundSynchRemote();
  211. }
  212. override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
  213. {
  214. super.WriteToContext(ctx, action_data);
  215. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  216. ctx.Write(poActionData.m_Position);
  217. ctx.Write(poActionData.m_Orientation);
  218. }
  219. override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
  220. {
  221. if (!action_recive_data)
  222. action_recive_data = new PlaceObjectActionReciveData;
  223. super.ReadFromContext(ctx, action_recive_data);
  224. PlaceObjectActionReciveData action_data_po = PlaceObjectActionReciveData.Cast(action_recive_data);
  225. vector entity_position = "0 0 0";
  226. vector entity_orientation = "0 0 0";
  227. if (!ctx.Read(entity_position))
  228. return false;
  229. if (!ctx.Read(entity_orientation))
  230. return false;
  231. action_data_po.m_Position = entity_position;
  232. action_data_po.m_Orientation = entity_orientation;
  233. return true;
  234. }
  235. override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
  236. {
  237. super.HandleReciveData(action_recive_data, action_data);
  238. PlaceObjectActionReciveData recive_data_po = PlaceObjectActionReciveData.Cast(action_recive_data);
  239. PlaceObjectActionData action_data_po = PlaceObjectActionData.Cast(action_data);
  240. action_data_po.m_Position = recive_data_po.m_Position;
  241. action_data_po.m_Orientation = recive_data_po.m_Orientation;
  242. }
  243. void SetupAnimation(ItemBase item)
  244. {
  245. if (item.IsDeployable())
  246. {
  247. if (item.IsHeavyBehaviour())
  248. {
  249. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_HEAVY;
  250. }
  251. else if (item.IsOneHandedBehaviour())
  252. {
  253. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_1HD;
  254. }
  255. else if (item.IsTwoHandedBehaviour())
  256. {
  257. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_2HD;
  258. }
  259. else
  260. {
  261. Debug.Log("Error: check " + item + " behaviour");
  262. }
  263. }
  264. else
  265. {
  266. if (item.IsHeavyBehaviour())
  267. {
  268. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_HEAVY;
  269. }
  270. else if (item.IsOneHandedBehaviour())
  271. {
  272. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_1HD;
  273. }
  274. else if (item.IsTwoHandedBehaviour())
  275. {
  276. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_2HD;
  277. }
  278. else
  279. {
  280. Debug.Log("Error: check " + item + " behaviour");
  281. }
  282. }
  283. }
  284. };