firearmactiondetachmagazine.c 9.9 KB

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  1. class DetachMagActionReciveData : ActionReciveData
  2. {
  3. ref InventoryLocation m_ilMagazine;
  4. }
  5. class DetachMagActionData : ActionData
  6. {
  7. ref InventoryLocation m_ilMagazine;
  8. }
  9. class FirearmActionDetachMagazine_Old : FirearmActionBase
  10. {
  11. void FirearmActionDetachMagazine_Old()
  12. {
  13. }
  14. override bool HasTarget()
  15. {
  16. return true;
  17. }
  18. override typename GetInputType()
  19. {
  20. return QuickaBarActionInput;
  21. }
  22. override bool CanBePerformedFromQuickbar()
  23. {
  24. return true;
  25. }
  26. override void CreateConditionComponents()
  27. {
  28. m_ConditionItem = new CCINonRuined();
  29. m_ConditionTarget = new CCTSelf;
  30. }
  31. override bool HasProgress()
  32. {
  33. return false;
  34. }
  35. override bool InventoryReservation( ActionData action_data)
  36. {
  37. Magazine mag = Magazine.Cast(action_data.m_Target.GetObject());
  38. InventoryLocation il = new InventoryLocation();
  39. if( !action_data.m_Player.GetInventory().FindFreeLocationFor(mag, FindInventoryLocationType.ANY_CARGO, il) )
  40. return false;
  41. if( !super.InventoryReservation( action_data) )
  42. return false;
  43. DetachMagActionData action_data_dm = DetachMagActionData.Cast(action_data);
  44. if( !action_data.m_Player.GetInventory().AddInventoryReservationEx(mag,il,10000) )
  45. return false;
  46. action_data_dm.m_ReservedInventoryLocations.Insert(il);
  47. action_data_dm.m_ilMagazine = il;
  48. return true;
  49. }
  50. override ActionData CreateActionData()
  51. {
  52. ActionData action_data = new DetachMagActionData;
  53. return action_data;
  54. }
  55. override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
  56. {
  57. super.WriteToContext(ctx, action_data);
  58. DetachMagActionData action_data_dm;
  59. DetachMagActionData.CastTo(action_data_dm, action_data);
  60. action_data_dm.m_ilMagazine.WriteToContext(ctx);
  61. }
  62. override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data )
  63. {
  64. if(!action_recive_data)
  65. {
  66. action_recive_data = new DetachMagActionReciveData;
  67. }
  68. if(!super.ReadFromContext( ctx, action_recive_data ))
  69. return false;
  70. DetachMagActionReciveData recive_data_dm;
  71. recive_data_dm = DetachMagActionReciveData.Cast( action_recive_data );
  72. recive_data_dm.m_ilMagazine = new InventoryLocation;
  73. if(!recive_data_dm.m_ilMagazine.ReadFromContext(ctx))
  74. return false;
  75. return true;
  76. }
  77. override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
  78. {
  79. super.HandleReciveData(action_recive_data, action_data);
  80. DetachMagActionReciveData recive_data_dm = DetachMagActionReciveData.Cast(action_recive_data);
  81. DetachMagActionData action_data_dm = DetachMagActionData.Cast(action_data);
  82. action_data_dm.m_ilMagazine = recive_data_dm.m_ilMagazine;
  83. }
  84. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) //condition for action
  85. {
  86. if (!super.ActionCondition( player, target, item ))
  87. return false;
  88. Magazine mag = Magazine.Cast(target.GetObject());
  89. Weapon_Base wpn = Weapon_Base.Cast(item);
  90. return mag && player.GetWeaponManager().CanDetachMagazine(wpn,mag);
  91. }
  92. override bool ActionConditionContinue( ActionData action_data)
  93. {
  94. return true;
  95. }
  96. override void Start( ActionData action_data )
  97. {
  98. super.Start( action_data );
  99. DetachMagActionData action_data_dm = DetachMagActionData.Cast(action_data);
  100. Weapon_Base wpn = Weapon_Base.Cast( action_data.m_MainItem );
  101. action_data.m_Player.GetWeaponManager().DetachMagazine(action_data_dm.m_ilMagazine,this);
  102. }
  103. };
  104. class AdvDetachMagActionReciveData : ActionReciveData
  105. {
  106. ref InventoryLocation m_ilWeapon;
  107. ref InventoryLocation m_ilMagazine;
  108. }
  109. class AdvDetachMagActionData : SequentialActionData
  110. {
  111. ref InventoryLocation m_ilWeapon = new InventoryLocation;
  112. ref InventoryLocation m_ilMagazine = new InventoryLocation;
  113. }
  114. class FirearmActionDetachMagazine : ActionSequentialBase
  115. {
  116. void FirearmActionDetachMagazine()
  117. {
  118. }
  119. override ActionData CreateActionData()
  120. {
  121. ActionData action_data = new AdvDetachMagActionData;
  122. return action_data;
  123. }
  124. override bool InventoryReservation( ActionData action_data)
  125. {
  126. Weapon_Base wpn = Weapon_Base.Cast(action_data.m_MainItem);
  127. Magazine mag = Magazine.Cast(action_data.m_Target.GetObject());
  128. InventoryLocation ilWpn = new InventoryLocation();
  129. InventoryLocation ilMag = new InventoryLocation();
  130. int ur_index = action_data.m_Player.GetHumanInventory().FindUserReservedLocationIndex(wpn);
  131. if(ur_index > -1)
  132. action_data.m_Player.GetHumanInventory().GetUserReservedLocation(ur_index,ilWpn);
  133. else
  134. {
  135. action_data.m_Player.GetInventory().FindFreeLocationFor(wpn, FindInventoryLocationType.ANY_CARGO | FindInventoryLocationType.ATTACHMENT, ilWpn);
  136. //return false;
  137. }
  138. if( !action_data.m_Player.GetInventory().FindFreeLocationFor(mag, FindInventoryLocationType.ANY_CARGO, ilMag) )
  139. return false;
  140. if( !super.InventoryReservation( action_data ) )
  141. return false;
  142. AdvDetachMagActionData action_data_dm = AdvDetachMagActionData.Cast(action_data);
  143. if( !action_data.m_Player.GetInventory().AddInventoryReservationEx(wpn,ilWpn,10000) )
  144. return false;
  145. if( !action_data.m_Player.GetInventory().AddInventoryReservationEx(mag,ilMag,10000) )
  146. return false;
  147. action_data_dm.m_ReservedInventoryLocations.Insert(ilWpn);
  148. action_data_dm.m_ReservedInventoryLocations.Insert(ilMag);
  149. action_data_dm.m_ilWeapon = ilWpn;
  150. action_data_dm.m_ilMagazine = ilMag;
  151. return true;
  152. }
  153. override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
  154. {
  155. super.WriteToContext(ctx, action_data);
  156. AdvDetachMagActionData action_data_dm;
  157. AdvDetachMagActionData.CastTo(action_data_dm, action_data);
  158. action_data_dm.m_ilWeapon.WriteToContext(ctx);
  159. action_data_dm.m_ilMagazine.WriteToContext(ctx);
  160. }
  161. override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data )
  162. {
  163. if(!action_recive_data)
  164. {
  165. action_recive_data = new AdvDetachMagActionReciveData;
  166. }
  167. if(!super.ReadFromContext( ctx, action_recive_data ))
  168. return false;
  169. AdvDetachMagActionReciveData recive_data_dm;
  170. recive_data_dm = AdvDetachMagActionReciveData.Cast( action_recive_data );
  171. recive_data_dm.m_ilWeapon = new InventoryLocation;
  172. recive_data_dm.m_ilMagazine = new InventoryLocation;
  173. if(!recive_data_dm.m_ilWeapon.ReadFromContext(ctx))
  174. return false;
  175. if(!recive_data_dm.m_ilMagazine.ReadFromContext(ctx))
  176. return false;
  177. return true;
  178. }
  179. override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
  180. {
  181. super.HandleReciveData(action_recive_data, action_data);
  182. AdvDetachMagActionReciveData recive_data_dm = AdvDetachMagActionReciveData.Cast(action_recive_data);
  183. AdvDetachMagActionData action_data_dm = AdvDetachMagActionData.Cast(action_data);
  184. action_data_dm.m_ilWeapon.Copy(recive_data_dm.m_ilWeapon);
  185. action_data_dm.m_ilMagazine.Copy(recive_data_dm.m_ilMagazine);
  186. }
  187. override typename GetInputType()
  188. {
  189. return QuickaBarActionInput;
  190. }
  191. override void CreateConditionComponents() //Instantiates components, called once from ActionManager on actions construction
  192. {
  193. m_ConditionItem = new CCIDummy;
  194. m_ConditionTarget = new CCTNone;
  195. }
  196. override bool CanBePerformedFromQuickbar()
  197. {
  198. return true;
  199. }
  200. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  201. {
  202. if (!super.ActionCondition( player, target, item ))
  203. return false;
  204. Weapon_Base wpn = Weapon_Base.Cast( item );
  205. int mi = wpn.GetCurrentMuzzle();
  206. return wpn && wpn.GetMagazine(mi) == target.GetObject();
  207. }
  208. override bool ActionConditionContinue( ActionData action_data )
  209. {
  210. return true;
  211. }
  212. override void OnStageStart(SequentialActionData action_data)
  213. {
  214. if( action_data.m_ReciveEndInput )
  215. {
  216. End( action_data );
  217. return;
  218. }
  219. super.OnStageStart(action_data);
  220. Weapon_Base wpn;
  221. Magazine mag;
  222. //InventoryLocation il = new InventoryLocation();
  223. AdvDetachMagActionData action_data_dm = AdvDetachMagActionData.Cast(action_data);
  224. switch (action_data.m_Stage)
  225. {
  226. case 0:
  227. action_data.m_Player.GetWeaponManager().DetachMagazine(action_data_dm.m_ilMagazine,this);
  228. break;
  229. case 1:
  230. if ( !action_data_dm.m_ilWeapon.IsValid() )
  231. {
  232. End( action_data );
  233. break;
  234. }
  235. wpn = Weapon_Base.Cast(action_data.m_MainItem);
  236. mag = Magazine.Cast(action_data.m_Target.GetObject());
  237. action_data.m_Player.GetHumanInventory().ClearUserReservedLocation(wpn);
  238. if ( ( !GetGame().IsDedicatedServer() ) && !mag.GetHierarchyParent() )
  239. {
  240. InventoryMode invMode = InventoryMode.PREDICTIVE;
  241. if ( action_data.m_Player.NeedInventoryJunctureFromServer(mag, action_data.m_Player, action_data.m_Player) || action_data.m_Player.NeedInventoryJunctureFromServer(wpn, action_data.m_Player, action_data.m_Player) )
  242. invMode = InventoryMode.JUNCTURE;
  243. action_data.m_Player.GetInventory().ForceSwapEntities(invMode, mag, wpn, action_data_dm.m_ilWeapon);
  244. }
  245. End( action_data );
  246. break;
  247. default:
  248. End( action_data );
  249. break;
  250. }
  251. }
  252. override void OnUpdate( ActionData action_data )
  253. {
  254. super.OnUpdate( action_data );
  255. SequentialActionData ad = SequentialActionData.Cast(action_data);
  256. if(ad)
  257. {
  258. switch (ad.m_Stage)
  259. {
  260. case 0:
  261. Weapon_Base wpn = Weapon_Base.Cast(action_data.m_MainItem);
  262. if ( (!wpn || ad.m_Player.GetItemInHands()!=wpn || !ad.m_Player.GetWeaponManager().IsRunning()) && !ad.m_Player.IsJumpInProgress() )
  263. {
  264. SetStage(1, ad);
  265. }
  266. break;
  267. case 1:
  268. //action_data.m_Player.GetHandFs
  269. break;
  270. default:
  271. break;
  272. }
  273. }
  274. }
  275. override void OnStartServer( ActionData action_data )
  276. {
  277. super.OnStartServer(action_data);
  278. AdvDetachMagActionData action_data_dm = AdvDetachMagActionData.Cast(action_data);
  279. GetGame().AddInventoryJunctureEx(action_data.m_Player, EntityAI.Cast(action_data.m_Target.GetObject()),action_data_dm.m_ilMagazine, true, 10000);
  280. }
  281. override void OnEndServer( ActionData action_data )
  282. {
  283. super.OnEndServer(action_data);
  284. GetGame().ClearJuncture(action_data.m_Player, EntityAI.Cast(action_data.m_Target.GetObject()));
  285. }
  286. }