actiondeployobject.c 9.3 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. ItemBase item = ItemBase.Cast(action_data.m_MainItem);
  129. if (item.GetPlaceSoundset() != string.Empty)
  130. item.StartItemSoundServer(SoundConstants.ITEM_PLACE);
  131. if (item.GetLoopDeploySoundset() != string.Empty)
  132. item.StartItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
  133. }
  134. override void OnFinishProgressClient(ActionData action_data)
  135. {
  136. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  137. if (!poActionData)
  138. return;
  139. EntityAI entity_for_placing = action_data.m_MainItem;
  140. vector position = action_data.m_Player.GetLocalProjectionPosition();
  141. vector orientation = action_data.m_Player.GetLocalProjectionOrientation();
  142. poActionData.m_AlreadyPlaced = true;
  143. entity_for_placing.OnPlacementComplete(action_data.m_Player, position, orientation);
  144. }
  145. override void OnFinishProgressServer(ActionData action_data)
  146. {
  147. super.OnFinishProgressServer(action_data);
  148. ItemBase item = ItemBase.Cast(action_data.m_MainItem);
  149. if (item.GetDeploySoundset() != string.Empty)
  150. item.StartItemSoundServer(SoundConstants.ITEM_DEPLOY);
  151. }
  152. override void OnEndClient(ActionData action_data)
  153. {
  154. super.OnEndClient(action_data);
  155. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  156. if (!poActionData.m_AlreadyPlaced)
  157. {
  158. action_data.m_Player.PlacingCancelLocal();
  159. //action terminated locally, send cancel to server
  160. poActionData.m_Player.GetActionManager().RequestEndAction();
  161. if (action_data.m_Player.GetHologramLocal())
  162. action_data.m_Player.GetHologramLocal().SetUpdatePosition(true);
  163. InventoryLocation source = new InventoryLocation;
  164. if (action_data.m_MainItem.GetInventory().GetCurrentInventoryLocation(source) && source.GetType() == InventoryLocationType.GROUND)
  165. {
  166. action_data.m_Player.PredictiveTakeEntityToHands(action_data.m_MainItem);
  167. }
  168. }
  169. }
  170. override void OnEndServer(ActionData action_data)
  171. {
  172. super.OnEndServer(action_data);
  173. if (!action_data || !action_data.m_MainItem)
  174. return;
  175. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  176. if (!poActionData.m_AlreadyPlaced)
  177. {
  178. GetGame().ClearJunctureEx(action_data.m_Player, action_data.m_MainItem);
  179. action_data.m_MainItem.SetIsBeingPlaced(false);
  180. if (GetGame().IsMultiplayer())
  181. {
  182. action_data.m_Player.PlacingCancelServer();
  183. }
  184. else
  185. {
  186. //local singleplayer
  187. action_data.m_Player.PlacingCancelLocal();
  188. action_data.m_Player.PlacingCancelServer();
  189. }
  190. }
  191. else
  192. {
  193. if (action_data.m_MainItem.IsBasebuildingKit())
  194. {
  195. action_data.m_MainItem.Delete();
  196. }
  197. else
  198. {
  199. GetGame().ClearJunctureEx(action_data.m_Player, action_data.m_MainItem);
  200. }
  201. }
  202. ItemBase item = ItemBase.Cast(action_data.m_MainItem);
  203. if (item.GetLoopDeploySoundset() != string.Empty)
  204. item.StopItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
  205. }
  206. override void OnStartAnimationLoop(ActionData action_data)
  207. {
  208. if (!GetGame().IsDedicatedServer())
  209. {
  210. if (action_data.m_Player.GetItemInHands())
  211. ActiondeployObjectCB.Cast(action_data.m_Callback).DropDuringPlacing(); //legacy stuff
  212. if (HasProgress()) // if object has no progress, it is moved directly when action finishes
  213. {
  214. ClearInventoryReservationEx(action_data); // Clear reservation as we put the main item from hands on ground
  215. DropDuringPlacing(action_data.m_Player);
  216. }
  217. }
  218. }
  219. override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
  220. {
  221. super.WriteToContext(ctx, action_data);
  222. PlaceObjectActionData poActionData = PlaceObjectActionData.Cast(action_data);
  223. ctx.Write(poActionData.m_Position);
  224. ctx.Write(poActionData.m_Orientation);
  225. }
  226. override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
  227. {
  228. if (!action_recive_data)
  229. action_recive_data = new PlaceObjectActionReciveData;
  230. super.ReadFromContext(ctx, action_recive_data);
  231. PlaceObjectActionReciveData action_data_po = PlaceObjectActionReciveData.Cast(action_recive_data);
  232. vector entity_position = "0 0 0";
  233. vector entity_orientation = "0 0 0";
  234. if (!ctx.Read(entity_position))
  235. return false;
  236. if (!ctx.Read(entity_orientation))
  237. return false;
  238. action_data_po.m_Position = entity_position;
  239. action_data_po.m_Orientation = entity_orientation;
  240. return true;
  241. }
  242. override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
  243. {
  244. super.HandleReciveData(action_recive_data, action_data);
  245. PlaceObjectActionReciveData recive_data_po = PlaceObjectActionReciveData.Cast(action_recive_data);
  246. PlaceObjectActionData action_data_po = PlaceObjectActionData.Cast(action_data);
  247. action_data_po.m_Position = recive_data_po.m_Position;
  248. action_data_po.m_Orientation = recive_data_po.m_Orientation;
  249. }
  250. void SetupAnimation(ItemBase item)
  251. {
  252. if (item.IsDeployable())
  253. {
  254. if (item.IsHeavyBehaviour())
  255. {
  256. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_HEAVY;
  257. }
  258. else if (item.IsOneHandedBehaviour())
  259. {
  260. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_1HD;
  261. }
  262. else if (item.IsTwoHandedBehaviour())
  263. {
  264. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_2HD;
  265. }
  266. else
  267. {
  268. Debug.Log("Error: check " + item + " behaviour");
  269. }
  270. }
  271. else
  272. {
  273. if (item.IsHeavyBehaviour())
  274. {
  275. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_HEAVY;
  276. }
  277. else if (item.IsOneHandedBehaviour())
  278. {
  279. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_1HD;
  280. }
  281. else if (item.IsTwoHandedBehaviour())
  282. {
  283. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_PLACING_2HD;
  284. }
  285. else
  286. {
  287. Debug.Log("Error: check " + item + " behaviour");
  288. }
  289. }
  290. }
  291. };