| typedef map<typename,ref array<ActionBase_Basic>> TInputActionMap; |
| typedef map<typename,ref ActionInput> TTypeNameActionInputMap; |
|
|
| class ActionManagerClient: ActionManagerBase |
| { |
| |
| |
| protected int m_LastAcknowledgmentID; |
| protected bool m_ActionPossible; |
| protected ref array<ref InventoryLocation> m_ReservedInventoryLocations; |
| protected ref InventoryActionHandler m_InventoryActionHandler; |
| protected ref InventoryLocation m_HandInventoryLocationTest; |
| protected ref TTypeNameActionInputMap m_RegistredInputsMap; |
| protected ref array<ActionInput> m_OrederedAllActionInput; |
| protected ref array<ActionInput> m_OrderedStandartActionInputs; |
| protected ref array<ActionInput> m_DefaultOrderOfActionInputs; |
| protected int m_SelectedActionInputToSrollIndex; |
| |
| protected ref ActionData m_PendingActionData; |
|
|
| protected bool m_ActionWantEndRequest_Send; |
| protected bool m_ActionInputWantEnd_Send; |
|
|
| void ActionManagerClient(PlayerBase player) |
| { |
| m_HandInventoryLocationTest = new InventoryLocation; |
| m_HandInventoryLocationTest.SetHands(player,null); |
| m_LastAcknowledgmentID = 1; |
| m_Targets = new ActionTargets(player); |
| m_ReservedInventoryLocations = new array<ref InventoryLocation>; |
| m_InventoryActionHandler = new InventoryActionHandler(player); |
|
|
| m_ActionWantEndRequest_Send = false; |
| m_ActionInputWantEnd_Send = false; |
| RegisterInputs(player); |
| m_SelectedActionInputToSrollIndex = 0; |
| } |
| |
| |
| override void Update(int pCurrentCommandID) |
| { |
| m_InventoryActionHandler.OnUpdate(); |
| super.Update(pCurrentCommandID); |
| int currentCommandID = m_Player.GetCurrentCommandID(); |
| m_ActionPossible = ActionPossibilityCheck(currentCommandID); |
| |
| if (m_PendingActionData) |
| { |
| m_CurrentActionData = m_PendingActionData; |
| |
| m_CurrentActionData.m_Action.Start(m_CurrentActionData); |
| |
| if (m_CurrentActionData.m_Action.IsInstant()) |
| OnActionEnd(); |
| |
| m_PendingActionData = null; |
| } |
| |
| if (m_CurrentActionData) |
| { |
| if (m_CurrentActionData.m_State != UA_AM_PENDING && m_CurrentActionData.m_State != UA_AM_REJECTED && m_CurrentActionData.m_State != UA_AM_ACCEPTED) |
| m_CurrentActionData.m_Action.OnUpdateClient(m_CurrentActionData); |
| |
| switch (m_CurrentActionData.m_State) |
| { |
| case UA_AM_PENDING: |
| break; |
| |
| case UA_AM_ACCEPTED: |
| int condition_mask = ActionBase.ComputeConditionMask(m_Player, m_CurrentActionData.m_Target, m_CurrentActionData.m_MainItem); |
| |
| m_CurrentActionData.m_Action.ClearInventoryReservationEx(m_CurrentActionData); |
| bool can_be_action_done = ((condition_mask & m_CurrentActionData.m_Action.m_ConditionMask) == condition_mask); |
| |
| if (m_ActionPossible && can_be_action_done && currentCommandID != DayZPlayerConstants.COMMANDID_SWIM) |
| { |
| m_CurrentActionData.m_Action.InventoryReservation(m_CurrentActionData); |
| m_CurrentActionData.m_State = UA_START; |
| m_CurrentActionData.m_Action.Start(m_CurrentActionData); |
| |
| if (m_CurrentActionData.m_Action.IsInstant()) |
| OnActionEnd(); |
| } |
| else |
| { |
| OnActionEnd(); |
| } |
| m_PendingActionAcknowledgmentID = -1; |
| break; |
| |
| case UA_AM_REJECTED: |
| OnActionEnd(); |
| m_PendingActionAcknowledgmentID = -1; |
| break; |
| |
| default: |
| ProcessActionRequestEnd(); |
| ProcessActionInputEnd(); |
| break; |
| } |
| } |
| |
| #ifdef DEVELOPER |
| if (DeveloperFreeCamera.IsFreeCameraEnabled()) |
| { |
| m_ActionPossible = false; |
| ResetInputsActions(); |
| } |
| else |
| { |
| #endif |
| if (!m_CurrentActionData) |
| { |
| bool isMenuOpen = false; |
| #ifndef NO_GUI |
| isMenuOpen = GetGame().GetUIManager().IsMenuOpen(MENU_INVENTORY); |
| #endif |
| if (m_Player.IsRaised() || isMenuOpen) |
| { |
| m_Targets.Clear(); |
| } |
| else |
| { |
| m_Targets.Update(); |
| } |
| FindContextualUserActions(currentCommandID); |
| } |
| |
| InputsUpdate(); |
| #ifdef DEVELOPER |
| } |
| #endif |
|
|
| } |
| |
| void RegisterInputs(PlayerBase player) |
| { |
| if (!m_RegistredInputsMap) |
| { |
| m_RegistredInputsMap = new TTypeNameActionInputMap; |
|
|
| for (int i = 0; i < m_ActionsArray.Count(); i++) |
| { |
| ActionBase action = m_ActionsArray.Get(i); |
| typename input_type_name = action.GetInputType(); |
| ref ActionInput ai; |
| |
| ai = ActionInput.Cast(m_RegistredInputsMap.Get(input_type_name)); |
| if (!ai) |
| { |
| ai = ActionInput.Cast(input_type_name.Spawn()); |
| m_RegistredInputsMap.Insert(input_type_name, ai); |
| } |
| action.SetInput(ai); |
| } |
| |
| for (int j = 0; j < m_RegistredInputsMap.Count(); j++) |
| { |
| m_RegistredInputsMap.GetElement(j).Init(player, this); |
| } |
| SetActioninputOrder(); |
| } |
| |
| } |
| |
| |
| void SetActioninputOrder() |
| { |
| int i, j; |
| int priority; |
| ActionInput input; |
| m_OrederedAllActionInput = new array<ActionInput>; |
| |
| map<int, ref array<ActionInput>> temp_map_for_sort = new map<int, ref array<ActionInput>>; |
| array<int> array_of_priorities_to_sort = new array<int>; |
| ref array<ActionInput> same_priority_input_array; |
| |
| for (i = 0; i < m_RegistredInputsMap.Count(); i++) |
| { |
| input = m_RegistredInputsMap.GetElement(i); |
| priority = input.GetPriority(); |
| same_priority_input_array = temp_map_for_sort.Get(priority); |
| if (same_priority_input_array) |
| { |
| same_priority_input_array.Insert(input); |
| continue; |
| } |
| |
| same_priority_input_array = new array<ActionInput>; |
| same_priority_input_array.Insert(input); |
| temp_map_for_sort.Insert(priority,same_priority_input_array); |
| array_of_priorities_to_sort.Insert(priority); |
| } |
| array_of_priorities_to_sort.Sort(); |
| |
| for (i = 0; i < array_of_priorities_to_sort.Count(); i++) |
| { |
| priority = array_of_priorities_to_sort[i]; |
| same_priority_input_array = temp_map_for_sort.Get(priority); |
| for (j = 0; j < same_priority_input_array.Count(); j++) |
| { |
| input = same_priority_input_array.Get(j); |
| m_OrederedAllActionInput.Insert(input); |
| } |
| } |
| |
| SetDefaultInputsOrder(); |
| } |
| |
| |
| void SetDefaultInputsOrder() |
| { |
| int i, j; |
| m_DefaultOrderOfActionInputs = new array<ActionInput>; |
| m_OrderedStandartActionInputs = new array<ActionInput>; |
| ActionInput input = m_RegistredInputsMap.Get(ContinuousDefaultActionInput); |
| if (input) |
| { |
| m_OrderedStandartActionInputs.Insert(input); |
| } |
|
|
| input = m_RegistredInputsMap.Get(DefaultActionInput); |
| if (input) |
| { |
| m_OrderedStandartActionInputs.Insert(input); |
| } |
| |
| input = m_RegistredInputsMap.Get(ContinuousInteractActionInput); |
| if (input) |
| { |
| m_OrderedStandartActionInputs.Insert(input); |
| } |
| |
| input = m_RegistredInputsMap.Get(InteractActionInput); |
| if (input) |
| { |
| m_OrderedStandartActionInputs.Insert(input); |
| } |
| |
| for (i = 0; i < m_OrederedAllActionInput.Count(); i++) |
| { |
| for (j = 0; j < m_OrderedStandartActionInputs.Count(); j++) |
| { |
| if (m_OrederedAllActionInput[i] == m_OrderedStandartActionInputs[j]) |
| { |
| m_DefaultOrderOfActionInputs.Insert(m_OrederedAllActionInput[i]); |
| break; |
| } |
| } |
| } |
| } |
| |
| static ActionVariantManager GetVariantManager(typename actionName) |
| { |
| ActionBase action = GetAction(actionName); |
| if (action) |
| { |
| return action.GetVariantManager(); |
| } |
| |
| return null; |
| } |
| |
| override void RequestEndAction() |
| { |
| if (!m_ActionWantEndRequest_Send) |
| { |
| m_ActionWantEndRequest = true; |
| } |
| } |
| |
| override void EndActionInput() |
| { |
| if (!m_ActionInputWantEnd_Send) |
| { |
| m_ActionInputWantEnd = true; |
| } |
| } |
| |
| void InputsUpdate() |
| { |
| ActionInput ain; |
| if (m_CurrentActionData) |
| { |
| if (!m_ActionInputWantEnd) |
| { |
| ActionInput ai = m_CurrentActionData.m_Action.GetInput(); |
| ai.Update(); |
| if (m_Player.IsQBControl()) |
| { |
| if (ai.JustActivate()) |
| m_Player.SetActionEndInput(m_CurrentActionData.m_Action); |
| } |
| else |
| { |
| if (ai.WasEnded() && (ai.GetInputType() == ActionInputType.AIT_CONTINUOUS || ai.GetInputType() == ActionInputType.AIT_CLICKCONTINUOUS)) |
| { |
| EndActionInput(); |
| } |
| } |
| } |
| } |
| else |
| { |
| if (m_ActionsAvaibale) |
| { |
| for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
| { |
| |
| ain = m_OrederedAllActionInput[i]; |
| ain.Update(); |
| |
| if (ain.JustActivate()) |
| { |
| ActionBase action = ain.GetAction(); |
| if (action) |
| { |
| ActionStart(action, ain.GetUsedActionTarget(), ain.GetUsedMainItem()); |
| break; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| void ProcessActionRequestEnd() |
| { |
| if (m_ActionWantEndRequest) |
| { |
| if (GetGame().IsMultiplayer() && !m_CurrentActionData.m_Action.IsLocal()) |
| { |
| if (!m_ActionWantEndRequest_Send && ScriptInputUserData.CanStoreInputUserData()) |
| { |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("Time stamp: " + m_Player.GetSimulationTimeStamp(), m_CurrentActionData.m_Action.ToString() , "n/a", "EndRequest", m_CurrentActionData.m_Player.ToString()); |
| } |
| ScriptInputUserData ctx = new ScriptInputUserData; |
| ctx.Write(INPUT_UDT_STANDARD_ACTION_END_REQUEST); |
| ctx.Send(); |
| |
| m_ActionWantEndRequest_Send = true; |
| |
| m_ActionWantEndRequest = false; |
| m_CurrentActionData.m_Action.EndRequest(m_CurrentActionData); |
| } |
| } |
| else |
| { |
| m_ActionWantEndRequest = false; |
| m_CurrentActionData.m_Action.EndRequest(m_CurrentActionData); |
| } |
| } |
| } |
| |
| void ProcessActionInputEnd() |
| { |
| if (m_ActionInputWantEnd) |
| { |
| if (GetGame().IsMultiplayer() && !m_CurrentActionData.m_Action.IsLocal()) |
| { |
| if (!m_ActionInputWantEnd_Send && ScriptInputUserData.CanStoreInputUserData()) |
| { |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("Time stamp: " + m_Player.GetSimulationTimeStamp(), m_CurrentActionData.m_Action.ToString() , "n/a", "EndInput", m_CurrentActionData.m_Player.ToString()); |
| } |
| ScriptInputUserData ctxi = new ScriptInputUserData; |
| ctxi.Write(INPUT_UDT_STANDARD_ACTION_INPUT_END); |
| ctxi.Send(); |
| |
| m_ActionInputWantEnd_Send = true; |
| |
| m_ActionInputWantEnd = false; |
| m_CurrentActionData.m_Action.EndInput(m_CurrentActionData); |
| } |
| } |
| else |
| { |
| if (!m_ActionInputWantEnd_Send) |
| { |
| m_ActionInputWantEnd_Send = true; |
| m_ActionInputWantEnd = false; |
| m_CurrentActionData.m_Action.EndInput(m_CurrentActionData); |
| } |
| } |
| } |
| } |
| |
| ActionBase GetPossibleAction(typename inputType) |
| { |
| ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
| if (action_input) |
| { |
| return action_input.GetAction(); |
| } |
| return NULL; |
| } |
| |
| array<ActionBase> GetPossibleActions(typename inputType) |
| { |
| ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
| if (action_input) |
| { |
| return action_input.GetPossibleActions(); |
| } |
| return NULL; |
| } |
| |
| int GetPossibleActionIndex(typename inputType) |
| { |
| ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
| if (action_input) |
| { |
| return action_input.GetPossibleActionIndex(); |
| } |
| return -1; |
| } |
| |
| int GetPossibleActionCount(typename inputType) |
| { |
| ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
| if (action_input) |
| { |
| return action_input.GetPossibleActionsCount(); |
| } |
| return 0; |
| } |
|
|
| |
| |
| |
| void InjectAction(ActionBase action, ActionTarget target, ItemBase item) |
| { |
| ActionInput ai = action.GetInput(); |
| ai.ForceAction(action, target, item); |
| } |
| |
| void InjectAction(typename actionType, ActionTarget target, ItemBase item) |
| { |
| ActionBase action = GetAction(actionType); |
| InjectAction(action, target, item); |
| } |
| |
| void EjectAction(ActionBase action) |
| { |
| ActionInput ai = action.GetInput(); |
| ai.ClearForcedAction(); |
| } |
| |
| void EjectAction(typename actionType) |
| { |
| ActionBase action = GetAction(actionType); |
| EjectAction(action); |
| } |
| |
| void ForceTarget(Object targetObject) |
| { |
| Object parent = null; |
| EntityAI targetEntity = EntityAI.Cast(targetObject); |
| if (targetEntity) |
| parent = targetEntity.GetHierarchyParent(); |
| m_ForceTarget = new ActionTarget(targetObject, parent, -1, vector.Zero, -1); |
| } |
| |
| void ClearForceTarget() |
| { |
| m_ForceTarget = NULL; |
| } |
| |
| |
| |
| override ActionTarget FindActionTarget() |
| { |
| if (m_ForceTarget) |
| return m_ForceTarget; |
| |
| ActionTarget action_target; |
| action_target = NULL; |
| int targetsCount = m_Targets.GetTargetsCount(); |
| if (targetsCount) |
| { |
| for (int i = 0; i < targetsCount; ++i) |
| { |
| action_target = m_Targets.GetTarget(i); |
| Object targetObject = action_target.GetObject(); |
| Object targetParent = action_target.GetParent(); |
| |
| if (targetParent) |
| { |
| break; |
| } |
| |
| if (targetObject) |
| { |
| break; |
| } |
| } |
| } |
| else |
| { |
| action_target = new ActionTarget(null, null, -1, vector.Zero, -1); |
| } |
| return action_target; |
| } |
| |
| ItemBase FindActionItem() |
| { |
| ItemBase item; |
| if (m_Player && m_Player.GetItemInHands() && m_Player.GetItemInHands().IsItemBase()) |
| { |
| item = m_Player.GetItemInHands(); |
| } |
| return item; |
| } |
| |
| protected bool HasHandInventoryReservation() |
| { |
| m_HandInventoryLocationTest.SetHands(m_Player,m_Player.GetItemInHands()); |
| if (m_Player.GetHumanInventory().HasInventoryReservation(m_Player.GetItemInHands(),m_HandInventoryLocationTest)) |
| return true; |
| return false; |
| } |
| |
| protected void FindContextualUserActions(int pCurrentCommandID) |
| { |
| |
| |
| m_ActionsAvaibale = false; |
| if (!m_ActionPossible || HasHandInventoryReservation() || GetGame().IsInventoryOpen()) |
| { |
| ResetInputsActions(); |
| return; |
| } |
| |
| if (!GetRunningAction()) |
| { |
| ActionBase action; |
| ActionTarget target; |
| ItemBase item; |
|
|
| |
| m_ActionsAvaibale = true; |
| |
| item = FindActionItem(); |
| target = FindActionTarget(); |
| |
| int actionConditionMask = ActionBase.ComputeConditionMask(m_Player,target,item); |
| for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
| { |
| ActionInput ain = m_OrederedAllActionInput[i]; |
| ain.UpdatePossibleActions(m_Player,target,item, actionConditionMask); |
| } |
| SetActionContext(target,item); |
| } |
| } |
| |
| |
| protected bool LockInventory(ActionData action_data) |
| { |
| bool success = false; |
| if (action_data.m_Action.IsInstant()) |
| { |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("(-) Inventory lock - Not Used", action_data.m_Action.ToString() , "n/a", "LockInventory", action_data.m_Player.ToString()); |
| } |
| success = true; |
| } |
| else |
| { |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("(X) Inventory lock", action_data.m_Action.ToString() , "n/a", "LockInventory", action_data.m_Player.ToString()); |
| } |
| if (action_data.m_Action) |
| { |
| success = action_data.m_Action.InventoryReservation(action_data); |
| } |
| } |
| return success; |
| } |
| void UnlockInventory(ActionData action_data) |
| { |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("(O) Inventory unlock", action_data.m_Action.ToString() , "n/a", "UnlockInventory", action_data.m_Player.ToString()); |
| } |
| if (action_data.m_Action) |
| action_data.m_Action.ClearInventoryReservationEx(action_data); |
| } |
| |
| protected void ActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data = NULL) |
| { |
| if (!m_CurrentActionData && action) |
| { |
| m_ActionWantEndRequest_Send = false; |
| m_ActionInputWantEnd_Send = false; |
| m_ActionWantEndRequest = false; |
| m_ActionInputWantEnd = false; |
| |
| if (action.CanBePerformedFromQuickbar()) |
| m_Player.SetActionEndInput(action); |
| |
| HandleInputsOnActionStart(action); |
|
|
| if (LogManager.IsActionLogEnable()) |
| { |
| if ( target ) |
| { |
| Debug.ActionLog("Item = " + item + ", " + target.DumpToString(), action.ToString() , "n/a", "ActionStart", m_Player.ToString()); |
| } |
| else |
| { |
| Debug.ActionLog("Item = " + item + ", no target", action.ToString() , "n/a", "ActionStart", m_Player.ToString()); |
| } |
| } |
| m_Interrupted = false; |
| if (GetGame().IsMultiplayer() && !action.IsLocal()) |
| { |
| if (!ScriptInputUserData.CanStoreInputUserData()) |
| { |
| DPrint("ScriptInputUserData already posted - ActionManagerClient"); |
| |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("Cannot start because ScriptInputUserData is already used", action.ToString() , "n/a", "ActionStart", m_Player.ToString()); |
| } |
| return; |
| } |
| } |
| |
| if (!action.SetupAction(m_Player, target, item, m_CurrentActionData, extra_data)) |
| { |
| DPrint("Can not inicialize action" + action + " - ActionManagerClient"); |
| m_CurrentActionData = NULL; |
| return; |
| } |
| |
| if (LogManager.IsActionLogEnable()) |
| { |
| Debug.ActionLog("Action data created wait to start", action.ToString() , "n/a", "ActionStart", m_Player.ToString()); |
| } |
|
|
| if (GetGame().IsMultiplayer() && !action.IsLocal()) |
| { |
| ScriptInputUserData ctx = new ScriptInputUserData; |
| ctx.Write(INPUT_UDT_STANDARD_ACTION_START); |
| ctx.Write(action.GetID()); |
|
|
| action.WriteToContext(ctx, m_CurrentActionData); |
| |
| if (action.UseAcknowledgment()) |
| { |
| m_CurrentActionData.m_State = UA_AM_PENDING; |
| m_PendingActionAcknowledgmentID = ++m_LastAcknowledgmentID; |
| |
| ctx.Write(m_PendingActionAcknowledgmentID); |
| } |
| |
| ctx.Send(); |
| |
| if (!action.UseAcknowledgment()) |
| { |
| action.Start(m_CurrentActionData); |
| if (action.IsInstant()) |
| OnActionEnd(); |
| } |
| } |
| else |
| { |
| action.Start(m_CurrentActionData); |
| if (action.IsInstant()) |
| OnActionEnd(); |
| } |
| } |
| } |
|
|
| void HandleInputsOnActionStart(ActionBase action) |
| { |
| for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
| { |
| ActionInput ain = m_OrederedAllActionInput[i]; |
| if (action.GetInput() == ain) |
| { |
| ain.OnActionStart(); |
| } |
| else |
| { |
| ain.Reset(); |
| } |
| } |
| } |
| |
| void HandleInputsOnActionEnd() |
| { |
| ResetInputsState(); |
| } |
| |
| void ResetInputsState() |
| { |
| for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
| { |
| ActionInput ain = m_OrederedAllActionInput[i]; |
| ain.Reset(); |
| } |
| } |
| |
| void ResetInputsActions() |
| { |
| for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
| { |
| ActionInput ain = m_OrederedAllActionInput[i]; |
| ain.ActionsSelectReset(); |
| } |
| } |
|
|
| override void OnJumpStart() |
| { |
| if (m_CurrentActionData) |
| { |
| if (m_CurrentActionData.m_State == UA_AM_PENDING || m_CurrentActionData.m_State == UA_AM_REJECTED || m_CurrentActionData.m_State == UA_AM_ACCEPTED) |
| { |
| OnActionEnd(); |
| m_PendingActionAcknowledgmentID = -1; |
| } |
| else |
| { |
| m_CurrentActionData.m_Action.Interrupt(m_CurrentActionData); |
| } |
| } |
| } |
| |
| |
| override void OnInstantAction(typename user_action_type, Param data = NULL) |
| { |
| ActionBase action = GetAction(user_action_type); |
| if (action) |
| { |
| ActionStart(action,NULL,NULL, data); |
| } |
| } |
| |
| #ifdef BOT |
| |
| void PerformAction(int user_action_id, ActionTarget target, ItemBase item, Param extraData = NULL) |
| { |
| ActionStart(GetAction(user_action_id), target, item, extraData); |
| } |
| #endif |
| |
| void PerformActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data = NULL) |
| { |
| if (!GetGame().IsMultiplayer()) |
| { |
| m_PendingActionData = new ActionData; |
| |
| if (!action.SetupAction(m_Player,target,item,m_PendingActionData,extra_data)) |
| m_PendingActionData = null; |
| } |
| else |
| ActionStart(action, target, item, extra_data); |
| } |
| |
| override void OnActionEnd() |
| { |
| if (m_CurrentActionData) |
| { |
| UnlockInventory(m_CurrentActionData); |
| if (m_CurrentActionData.m_Action.RemoveForceTargetAfterUse()) |
| m_InventoryActionHandler.DeactiveAction(); |
| |
| super.OnActionEnd(); |
| HandleInputsOnActionEnd(); |
| } |
| } |
|
|
| void SetInventoryAction(ActionBase action_name, ItemBase target_item, ItemBase main_item) |
| { |
| m_InventoryActionHandler.SetAction(action_name, target_item, main_item); |
| } |
|
|
| void SetInventoryAction(ActionBase action_name, ActionTarget target, ItemBase main_item) |
| { |
| m_InventoryActionHandler.SetAction(action_name, target, main_item); |
| } |
| |
| void UnsetInventoryAction() |
| { |
| m_InventoryActionHandler.DeactiveAction(); |
| } |
| |
| override typename GetSelectedActionCategory() |
| { |
| return m_OrderedStandartActionInputs[m_SelectedActionInputToSrollIndex].Type(); |
| } |
| |
| void UpdateActionCategoryPriority() |
| { |
| int i; |
| int last_target_index = 0; |
| for (i = 0; i < m_DefaultOrderOfActionInputs.Count(); i++) |
| { |
| if (m_DefaultOrderOfActionInputs[i].HasTarget()) |
| { |
| m_OrderedStandartActionInputs[last_target_index] = m_DefaultOrderOfActionInputs[i]; |
| last_target_index++; |
| } |
| } |
| |
| for (i = 0; i < m_DefaultOrderOfActionInputs.Count(); i++) |
| { |
| if (!m_DefaultOrderOfActionInputs[i].HasTarget()) |
| { |
| m_OrderedStandartActionInputs[last_target_index] = m_DefaultOrderOfActionInputs[i]; |
| last_target_index++; |
| } |
| } |
| } |
| |
| override void SelectFirstActionCategory() |
| { |
| UpdateActionCategoryPriority(); |
| m_SelectedActionInputToSrollIndex = 0; |
| |
| for (int index = 0; index < m_OrderedStandartActionInputs.Count(); index++) |
| { |
| if (m_OrderedStandartActionInputs[index].GetPossibleActionsCount() > 1) |
| { |
| m_SelectedActionInputToSrollIndex = index; |
| break; |
| } |
| } |
| } |
| |
| override void SelectNextActionCategory() |
| { |
| int index; |
| |
| for (index = m_SelectedActionInputToSrollIndex + 1; index != m_SelectedActionInputToSrollIndex;;) |
| { |
| if (++index >= m_OrderedStandartActionInputs.Count()) |
| { |
| index = 0; |
| } |
| if (m_OrderedStandartActionInputs[index].GetPossibleActionsCount() > 1) |
| { |
| m_SelectedActionInputToSrollIndex = index; |
| break; |
| } |
| } |
| } |
| |
| override void SelectPrevActionCategory() |
| { |
| int index; |
| |
| for (index = m_SelectedActionInputToSrollIndex; index != m_SelectedActionInputToSrollIndex;;) |
| { |
| if (--index < 0) |
| { |
| index = m_OrderedStandartActionInputs.Count() - 1; |
| } |
| |
| if (m_OrderedStandartActionInputs[index].GetPossibleActionsCount() > 1) |
| { |
| m_SelectedActionInputToSrollIndex = index; |
| break; |
| } |
| } |
| } |
| |
|
|
| override void SelectNextAction() |
| { |
| ActionInput ai; |
| if (m_SelectedActionInputToSrollIndex < m_OrderedStandartActionInputs.Count()) |
| { |
| ai = m_OrderedStandartActionInputs[m_SelectedActionInputToSrollIndex]; |
| if (ai && ai.GetPossibleActionsCount() > 1) |
| { |
| ai.SelectNextAction(); |
| } |
| } |
| } |
| |
| override void SelectPrevAction() |
| { |
| ActionInput ai; |
| if (m_SelectedActionInputToSrollIndex < m_OrderedStandartActionInputs.Count()) |
| { |
| ai = m_OrderedStandartActionInputs[m_SelectedActionInputToSrollIndex]; |
| if (ai && ai.GetPossibleActionsCount() > 1) |
| { |
| ai.SelectPrevAction(); |
| } |
| } |
| } |
|
|
| bool CanPerformActionFromQuickbar(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| target = new ActionTarget(targetItem, null, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| array<ActionBase_Basic> actions; |
| ActionBase picked_action; |
| int i; |
| |
| mainItem.GetActions(QuickaBarActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| |
| mainItem.GetActions(ContinuousDefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromQuickbar()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.HasTarget() && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromQuickbar()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| } |
| return false; |
| } |
| |
| void PerformActionFromQuickbar(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| ItemBase parent = null; |
| if (targetItem) |
| parent = ItemBase.Cast(targetItem.GetHierarchyParent()); |
| target = new ActionTarget(targetItem, parent, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| ActionBase picked_action; |
| array<ActionBase_Basic> actions; |
| int i; |
| |
| mainItem.GetActions(QuickaBarActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.HasTarget() && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| ActionStart(picked_action, target, mainItem); |
| return; |
| } |
| } |
| } |
| } |
| |
| |
| mainItem.GetActions(ContinuousDefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.HasTarget() && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromQuickbar()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| ActionStart(picked_action, target, mainItem); |
| return; |
| } |
| } |
| } |
| } |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromQuickbar()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| ActionStart(picked_action, target, mainItem); |
| return; |
| } |
| } |
| } |
| } |
|
|
| } |
| } |
| |
| |
| bool CanPerformActionFromInventory(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| target = new ActionTarget(targetItem, null, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| array<ActionBase_Basic> actions; |
| ActionBase picked_action; |
| int i; |
| |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromInventory()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| |
| |
| mainItem.GetActions(InventoryOnlyActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| } |
| return false; |
| } |
| |
| |
| void PerformActionFromInventory(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| target = new ActionTarget(targetItem, null, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| ActionBase picked_action; |
| array<ActionBase_Basic> actions; |
| int i; |
| |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBePerformedFromInventory()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| ActionStart(picked_action, target, mainItem); |
| return; |
| } |
| } |
| } |
| } |
| |
| |
| mainItem.GetActions(InventoryOnlyActionInput, actions); |
| if (actions) |
| { |
| for (i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| ActionStart(picked_action, target, mainItem); |
| return; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| bool CanSetActionFromInventory(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| EntityAI parent = null; |
| if (targetItem) |
| { |
| parent = targetItem.GetHierarchyParent(); |
| } |
| target = new ActionTarget(targetItem, parent, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| array<ActionBase_Basic> actions; |
| array<ref ActionBase> variant_actions; |
| ActionBase picked_action; |
| int variants_count,v; |
| |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (int i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action.HasVariants()) |
| { |
| picked_action.UpdateVariants(itemInHand, targetItem, -1); |
| picked_action.GetVariants(variant_actions); |
| for (v = 0; v < variant_actions.Count(); v ++) |
| { |
| picked_action = variant_actions[v]; |
| if (picked_action && picked_action.CanBeSetFromInventory() && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| else |
| { |
| if (picked_action && picked_action.CanBeSetFromInventory() && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| } |
| |
| mainItem.GetActions(ContinuousDefaultActionInput, actions); |
| if (actions) |
| { |
| for (int j = 0; j < actions.Count(); j++) |
| { |
| picked_action = ActionBase.Cast(actions[j]); |
| if (picked_action.HasVariants()) |
| { |
| picked_action.UpdateVariants(itemInHand, targetItem, -1); |
| picked_action.GetVariants(variant_actions); |
| for (v = 0; v < variant_actions.Count(); v ++) |
| { |
| picked_action = variant_actions[v]; |
| if (picked_action && picked_action.HasTarget() && picked_action.CanBeSetFromInventory() && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| else |
| { |
| if (picked_action && picked_action.HasTarget() && picked_action.CanBeSetFromInventory() && picked_action.Can(m_Player,target, itemInHand)) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| return true; |
| } |
| } |
| } |
| } |
| } |
| return false; |
| } |
| |
| |
| void SetActionFromInventory(ItemBase mainItem, ItemBase targetItem) |
| { |
| ItemBase itemInHand = m_Player.GetItemInHands(); |
| ActionTarget target; |
| target = new ActionTarget(targetItem, null, -1, vector.Zero, -1); |
| bool hasTarget = targetItem != NULL; |
| |
| if (mainItem) |
| { |
| array<ActionBase_Basic> actions; |
| ActionBase picked_action; |
| |
| |
| mainItem.GetActions(DefaultActionInput, actions); |
| if (actions) |
| { |
| for (int i = 0; i < actions.Count(); i++) |
| { |
| picked_action = ActionBase.Cast(actions[i]); |
| if (picked_action && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBeSetFromInventory()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| SetInventoryAction(picked_action, target, itemInHand); |
| return; |
| } |
| } |
| } |
| } |
| |
| mainItem.GetActions(ContinuousDefaultActionInput, actions); |
| if (actions) |
| { |
| for (int j = 0; j < actions.Count(); j++) |
| { |
| picked_action = ActionBase.Cast(actions[j]); |
| if (picked_action && picked_action.HasTarget() && picked_action.Can(m_Player,target, itemInHand) && picked_action.CanBeSetFromInventory()) |
| { |
| if (hasTarget == picked_action.HasTarget()) |
| { |
| SetInventoryAction(picked_action, target, itemInHand); |
| return; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| override void Interrupt() |
| { |
| super.Interrupt(); |
| |
| if (m_CurrentActionData) |
| m_Interrupted = true; |
| } |
| |
| |
| void RequestInterruptAction() |
| { |
| if (ScriptInputUserData.CanStoreInputUserData()) |
| { |
| ScriptInputUserData ctx = new ScriptInputUserData; |
| ctx.Write(INPUT_UDT_STANDARD_ACTION_END_REQUEST); |
| ctx.Write(DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT); |
| ctx.Send(); |
| } |
| } |
| |
| private ref ActionTarget m_ForceTarget; |
| private ref ActionTargets m_Targets; |
| }; |
|
|