Dayz Explorer 1.28.160049
Loading...
Searching...
No Matches
actioncreategreenhousegardenplot.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DIG_GARDEN);
6 }
7};
8
10{
11 GardenPlot m_GardenPlot;
12 private const float CAMERA_PITCH_THRESHOLD = -30;
13
15 {
17 m_FullBody = true;
18 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DIGMANIPULATE;
19 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
20 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
21 m_Text = "#make_garden_plot";
22 }
23
24 override void CreateConditionComponents()
25 {
28 }
29
30 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
31 {
32 if ( !target )
33 return false;
34
35 if ( player.IsPlacingLocal() )
36 return false;
37
38 if (!CfgGameplayHandler.GetDisableColdAreaPlacementCheck() && player.GetInColdArea())
39 return false;
40
41 Object target_object = target.GetObject();
42
43 Land_Misc_Greenhouse greenHouse = Land_Misc_Greenhouse.Cast( target_object );
44 Land_Misc_Polytunnel polytunnel = Land_Misc_Polytunnel.Cast( target_object) ;
45
46 if ( target_object && ( greenHouse || polytunnel ) )
47 {
48 string action_selection = target_object.GetActionComponentName( target.GetComponentIndex() );
49 //Update selections in model, name the desired part Soil to improve action condition check
50 if ( action_selection != "soil" )
51 return false;
52
53 //check if there is any gardenplot objects in the current building
54 ref array<Object> nearest_objects = new array<Object>;
55 ref array<CargoBase> proxy_cargos = new array<CargoBase>;
56 vector pos = target_object.GetPosition();
57 pos[1] = pos[1] - 1; //Lower by one meter for check if plot already present
58 GetGame().GetObjectsAtPosition3D( pos, 2, nearest_objects, proxy_cargos );
59
60 for ( int i = 0; i < nearest_objects.Count(); ++i )
61 {
62 Object object = nearest_objects.Get( i );
63
64 if ( object.IsInherited( GardenPlot ) )
65 {
66 return false;
67 }
68 }
69
70 return true;
71 }
72
73 return false;
74 }
75
76 override void OnFinishProgressServer( ActionData action_data )
77 {
78 PlaceObjectActionData poActionData;
79 poActionData = PlaceObjectActionData.Cast(action_data);
80 EntityAI entity_for_placing = action_data.m_MainItem;
81 Object targetObject = action_data.m_Target.GetObject();
82
83 vector position = targetObject.GetPosition();
84
85 //Depending on where we dig the required height offset is not the same
86 Land_Misc_Greenhouse greenHouse = Land_Misc_Greenhouse.Cast( targetObject );
87 Land_Misc_Polytunnel polytunnel = Land_Misc_Polytunnel.Cast( targetObject) ;
88
89 if ( polytunnel )
90 position[1] = position[1] - 1.15; //Lower Y position by roughly 1 meter to compensate for spawning location offset
91 else
92 position[1] = position[1] - 1.05;
93
94 vector orientation = targetObject.GetOrientation();
95
97 if (GetGame().IsMultiplayer())
98 {
99 tunnel = Land_Misc_Polytunnel.Cast(action_data.m_Target.GetObject());
100 if (tunnel)
101 {
102 m_GardenPlot = GardenPlot.Cast(GetGame().CreateObjectEx("GardenPlotPolytunnel", position, ECE_KEEPHEIGHT));
103 }
104 else
105 {
106 m_GardenPlot = GardenPlot.Cast(GetGame().CreateObjectEx("GardenPlotGreenhouse", position, ECE_KEEPHEIGHT));
107 }
108
109 m_GardenPlot.SetOrientation(orientation);
110 m_GardenPlot.OnPlacementComplete(action_data.m_Player);
111 }
112
113 //local singleplayer
114 if (!GetGame().IsMultiplayer())
115 {
116 tunnel = Land_Misc_Polytunnel.Cast(action_data.m_Target.GetObject());
117 if (tunnel)
118 {
119 m_GardenPlot = GardenPlot.Cast(GetGame().CreateObjectEx("GardenPlotPolytunnel", position, ECE_KEEPHEIGHT));
120 }
121 else
122 {
123 m_GardenPlot = GardenPlot.Cast(GetGame().CreateObjectEx("GardenPlotGreenhouse", position, ECE_KEEPHEIGHT));
124 }
125
126 m_GardenPlot.SetOrientation(orientation);
127 m_GardenPlot.OnPlacementComplete(action_data.m_Player);
128 }
129 }
130
131 override bool IsLockTargetOnUse()
132 {
133 return false;
134 }
135}
const int ECE_KEEPHEIGHT
ActionData m_ActionData
float m_SpecialtyWeight
Definition actionbase.c:77
int m_StanceMask
Definition actionbase.c:62
string m_Text
Definition actionbase.c:58
ref CCIBase m_ConditionItem
Definition actionbase.c:64
bool m_FullBody
Definition actionbase.c:61
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()
class Land_Misc_Greenhouse extends BuildingSuper Land_Misc_Polytunnel()
void Land_Misc_Greenhouse()