DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
Loading...
Searching...
No Matches
ActionDestroyPart.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
6 }
7};
8
10{
11 static int CYCLES = 4;
12
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DISASSEMBLE;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
19
21 m_Text = "#destroy";
22 }
23
25 {
28 }
29
30 override void OnActionInfoUpdate( PlayerBase player, ActionTarget target, ItemBase item )
31 {
32 ConstructionActionData construction_action_data = player.GetConstructionActionData();
33 m_Text = "#destroy " + construction_action_data.GetTargetPart();
34 }
35
36 override bool CanBeUsedLeaning()
37 {
38 return false;
39 }
40
41 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
42 {
43 //Action not allowed if player has broken legs
44 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
45 return false;
46
47 return DestroyCondition( player, target, item, true );
48 }
49
50 override bool ActionConditionContinue( ActionData action_data )
51 {
52 return DestroyCondition( action_data.m_Player, action_data.m_Target, action_data.m_MainItem , false );
53 }
54
55 override void OnFinishProgressServer( ActionData action_data )
56 {
57 BaseBuildingBase base_building = BaseBuildingBase.Cast( action_data.m_Target.GetObject() );
58 Construction construction = base_building.GetConstruction();
59 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
60 ConstructionPart construction_part = construction_action_data.GetTargetPart();
61
62 if ( construction.CanDestroyPart( construction_part.GetPartName() ) )
63 {
64 //build
65 string part_name = construction_part.GetPartName();
66 string zone_name;
67 DamageSystem.GetDamageZoneFromComponentName(base_building,part_name,zone_name);
68
69 if (zone_name != "")
70 {
71 base_building.AddHealth(zone_name,"Health",-(base_building.GetMaxHealth(zone_name,"")/CYCLES));
72 if ( base_building.GetHealth(zone_name,"Health") < 1 )
73 construction.DestroyPartServer( action_data.m_Player, construction_part.GetPartName(), AT_DESTROY_PART );
74 }
75 else
76 {
77 construction.DestroyPartServer( action_data.m_Player, construction_part.GetPartName(), AT_DESTROY_PART );
78 }
79
80 //add damage to tool
81 action_data.m_MainItem.DecreaseHealth( UADamageApplied.DESTROY, false );
82 }
83
84 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
85 }
86
87 protected bool DestroyCondition( PlayerBase player, ActionTarget target, ItemBase item, bool camera_check )
88 {
89 Object target_object = target.GetObject();
90 if ( target_object && target_object.CanUseConstruction() )
91 {
92 string part_name = target_object.GetActionComponentName( target.GetComponentIndex() );
93
94 BaseBuildingBase base_building = BaseBuildingBase.Cast( target_object );
95 Construction construction = base_building.GetConstruction();
96 ConstructionPart construction_part = construction.GetConstructionPartToDestroy( part_name );
97
98 if ( construction_part )
99 {
100 //camera and position checks
101 if ( !player.GetInputController().CameraIsFreeLook() && IsInReach(player, target, UAMaxDistances.DEFAULT) && !player.GetInputController().CameraIsFreeLook() )
102 {
103 //Camera check (client-only)
104 if ( camera_check )
105 {
106 if ( GetGame() && ( !GetGame().IsDedicatedServer() ) )
107 {
108 if ( !base_building.IsFacingCamera( part_name ) )
109 {
110 return false;
111 }
112 }
113 }
114
115 ConstructionActionData construction_action_data = player.GetConstructionActionData();
116 construction_action_data.SetTargetPart( construction_part );
117
118 return true;
119 }
120 }
121 }
122
123 return false;
124 }
125
126 override string GetAdminLogMessage(ActionData action_data)
127 {
128 return " destroyed " + action_data.m_Target.GetObject().GetDisplayName() + " with " + action_data.m_MainItem.GetDisplayName();
129 }
130}
const int AT_DESTROY_PART
Definition _constants.c:8
protected float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
protected bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Definition ActionBase.c:927
protected string m_Text
Definition ActionBase.c:49
protected bool m_FullBody
Definition ActionBase.c:52
protected int m_StanceMask
Definition ActionBase.c:53
class ActionTargets ActionTarget
void Construction(BaseBuildingBase parent)
eBrokenLegs
Definition EBrokenLegs.c:2
protected ActionData m_ActionData
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref ActionBase m_Action
Definition ActionBase.c:27
ref CABase m_ActionComponent
Definition ActionBase.c:30
ref ActionTarget m_Target
Definition ActionBase.c:32
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override bool CanBeUsedLeaning()
override bool ActionConditionContinue(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
override string GetAdminLogMessage(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected bool DestroyCondition(PlayerBase player, ActionTarget target, ItemBase item, bool camera_check)
override bool IsFacingCamera(string selection)
Definition Fence.c:678
ConstructionPart GetTargetPart()
void SetTargetPart(ConstructionPart target_part)
const float DESTROY
const float DEFAULT
const float DEFAULT_DESTROY
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()