Dragging - Prevent multiple units carrying the same object (#9730)

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
This commit is contained in:
Grim 2024-01-13 13:39:39 -03:00 committed by GitHub
parent 676a4b97a6
commit 8bc5f513b4
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12 changed files with 256 additions and 175 deletions

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@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: commy2, PabstMirror
* Unit claims the ownership over an object. This is used to prevent multiple players from draging the same ammo box or using up the same wheel when repairing etc.
* Unit claims the ownership over an object. This is used to prevent multiple players from dragging the same ammo box or using up the same wheel when repairing etc.
* This function only runs on the server and handles the "ace_common_claimSafe" event. It provides a network safe way claiming objects as all claims are run on server.
* Return event is passed [_unit, _target, _success] for new claims, no event on claim release
*

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@ -26,6 +26,8 @@ PREP(resumeDrag);
PREP(setCarryable);
PREP(setDraggable);
PREP(startCarry);
PREP(startCarryLocal);
PREP(startCarryPFH);
PREP(startDrag);
PREP(startDragLocal);
PREP(startDragPFH);

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@ -67,6 +67,9 @@ if (isNil QGVAR(maxWeightCarryRun)) then {
};
}] call CBA_fnc_addEventHandler;
[QGVAR(startCarry), LINKFUNC(startCarryLocal)] call CBA_fnc_addEventHandler;
[QGVAR(startDrag), LINKFUNC(startDragLocal)] call CBA_fnc_addEventHandler;
[QGVAR(carryingContainerClosed), {
params ["_container", "_owner"];
TRACE_2("carryingContainerClosed EH",_container,_owner);

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@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: johnb43
* Removes user input affecting dragging.
* Removes user input affecting carrying.
*
* Arguments:
* 0: Unit <OBJECT>

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@ -56,8 +56,25 @@ GVAR(initializedClasses_carry) = _initializedClasses;
private _icon = [QPATHTOF(UI\icons\box_carry.paa), QPATHTOF(UI\icons\person_carry.paa)] select (_object isKindOf "CAManBase");
private _carryAction = [QGVAR(carry), LLSTRING(Carry), _icon, {[_player, _target] call FUNC(startCarry)}, {[_player, _target] call FUNC(canCarry)}] call EFUNC(interact_menu,createAction);
private _dropAction = [QGVAR(drop_carry), LLSTRING(Drop), "", {[_player, _target] call FUNC(dropObject_carry)}, {[_player, _target] call FUNC(canDrop_carry)}] call EFUNC(interact_menu,createAction);
private _carryAction = [
QGVAR(carry),
LLSTRING(Carry),
_icon,
{
[_player, _target] call FUNC(startCarry)
}, {
[_player, _target] call FUNC(canCarry)
}] call EFUNC(interact_menu,createAction);
private _dropAction = [
QGVAR(drop_carry),
LLSTRING(Drop),
"",
{
[_player, _target] call FUNC(dropObject_carry)
}, {
[_player, _target] call FUNC(canDrop_carry)
}] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _carryAction] call EFUNC(interact_menu,addActionToClass);
[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);

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@ -56,8 +56,25 @@ GVAR(initializedClasses) = _initializedClasses;
private _icon = [QPATHTOF(UI\icons\box_drag.paa), QPATHTOF(UI\icons\person_drag.paa)] select (_object isKindOf "CAManBase");
private _dragAction = [QGVAR(drag), LLSTRING(Drag), _icon, {[_player, _target] call FUNC(startDrag)}, {[_player, _target] call FUNC(canDrag)}] call EFUNC(interact_menu,createAction);
private _dropAction = [QGVAR(drop), LLSTRING(Drop), "", {[_player, _target] call FUNC(dropObject)}, {[_player, _target] call FUNC(canDrop)}] call EFUNC(interact_menu,createAction);
private _dragAction = [
QGVAR(drag),
LLSTRING(Drag),
_icon,
{
[_player, _target] call FUNC(startDrag)
}, {
[_player, _target] call FUNC(canDrag)
}] call EFUNC(interact_menu,createAction);
private _dropAction = [
QGVAR(drop),
LLSTRING(Drop),
"",
{
[_player, _target] call FUNC(dropObject);
}, {
[_player, _target] call FUNC(canDrop)
}] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _dragAction] call EFUNC(interact_menu,addActionToClass);
[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);

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@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Starts the carrying process.
* Author: johnb43
* Starts the carrying process safely.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
@ -11,82 +11,11 @@
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startCarry;
* [player, cursorTarget] call ace_dragging_fnc_startCarry
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// Exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
_weight = _target call FUNC(getWeight);
};
// Exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _timer = CBA_missionTime + 5;
// Handle objects vs. persons
if (_target isKindOf "CAManBase") then {
private _primaryWeapon = primaryWeapon _unit;
// Add a primary weapon if the unit has none
if (_primaryWeapon == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_primaryWeapon = "ACE_FakePrimaryWeapon";
};
// Select primary, otherwise the drag animation actions don't work
_unit selectWeapon _primaryWeapon;
// Move a bit closer and adjust direction when trying to pick up a person
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
_timer = CBA_missionTime + 10;
} else {
// Select no weapon and stop sprinting
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
private _canRun = _weight call FUNC(canRun_carry);
// Only force walking if we're overweight
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
};
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// Prevents dragging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// Required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
// Disable collisions by setting the PhysX mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
};
// Try to claim the object
[QEGVAR(common,claimSafe), [_unit, _target, true, QGVAR(startCarry)]] call CBA_fnc_serverEvent;

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@ -0,0 +1,92 @@
#include "..\script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Starts the carrying process.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
* 2: If object was successfully claimed <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget, true] call ace_dragging_fnc_startCarryLocal
*
* Public: No
*/
params ["_unit", "_target", "_claimed"];
TRACE_3("params",_unit,_target,_claimed);
if (!_claimed) exitWith {};
// Exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
_weight = _target call FUNC(getWeight);
};
// Exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _timer = CBA_missionTime + 5;
// Handle objects vs. persons
if (_target isKindOf "CAManBase") then {
private _primaryWeapon = primaryWeapon _unit;
// Add a primary weapon if the unit has none
if (_primaryWeapon == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_primaryWeapon = "ACE_FakePrimaryWeapon";
};
// Select primary, otherwise the drag animation actions don't work
_unit selectWeapon _primaryWeapon;
// Move a bit closer and adjust direction when trying to pick up a person
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
_timer = CBA_missionTime + 10;
} else {
// Select no weapon and stop sprinting
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
private _canRun = _weight call FUNC(canRun_carry);
// Only force walking if we're overweight
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
};
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Prevents dragging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// Required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
// Disable collisions by setting the PhysX mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
};

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@ -1,104 +1,21 @@
#include "..\script_component.hpp"
/*
* Author: commy2, PiZZADOX, Malbryn
* Starts the dragging process.
* Author: johnb43
* Starts the dragging process safely.
*
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to drag <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startDrag;
* [player, cursorTarget] call ace_dragging_fnc_startDrag
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// Exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
_weight = _target call FUNC(getWeight);
};
// Exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _primaryWeapon = primaryWeapon _unit;
// Add a primary weapon if the unit has none
if !(GVAR(dragAndFire)) then {
if (_primaryWeapon == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_primaryWeapon = "ACE_FakePrimaryWeapon";
};
_unit selectWeapon _primaryWeapon;
} else { // Making sure the unit is holding a primary weapon or handgun
private _handgunWeapon = handgunWeapon _unit;
if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
if (_primaryWeapon != "") then {
// Use primary if possible
_unit selectWeapon _primaryWeapon;
} else {
if (_handgunWeapon != "") then {
// Use pistol if unit has no primary
_unit selectWeapon _handgunWeapon;
} else {
// Add fake weapon if no weapons besides launcher are available
_unit addWeapon "ACE_FakePrimaryWeapon";
_unit selectWeapon "ACE_FakePrimaryWeapon";
};
};
};
};
// Save the weapon so we can monitor if it changes
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// Can't play action that depends on weapon if it was added the same frame
if !(_unit call EFUNC(common,isSwimming)) then {
[{
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
} else {
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
};
}, _unit] call CBA_fnc_execNextFrame;
};
// Move a bit closer and adjust direction when trying to pick up a person
if (_target isKindOf "CAManBase") then {
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
};
// Prevents dragging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
// Disable collisions by setting the physx mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
};
// Try to claim the object
[QEGVAR(common,claimSafe), [_unit, _target, true, QGVAR(startDrag)]] call CBA_fnc_serverEvent;

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@ -0,0 +1,104 @@
#include "..\script_component.hpp"
/*
* Author: commy2, PiZZADOX, Malbryn
* Starts the dragging process.
*
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
* 2: If object was successfully claimed <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget, true] call ace_dragging_fnc_startDragLocal
*
* Public: No
*/
params ["_unit", "_target", "_claimed"];
TRACE_3("params",_unit,_target,_claimed);
if (!_claimed) exitWith {};
// Exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
_weight = _target call FUNC(getWeight);
};
// Exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _primaryWeapon = primaryWeapon _unit;
// Add a primary weapon if the unit has none
if !(GVAR(dragAndFire)) then {
if (_primaryWeapon == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_primaryWeapon = "ACE_FakePrimaryWeapon";
};
_unit selectWeapon _primaryWeapon;
} else { // Making sure the unit is holding a primary weapon or handgun
private _handgunWeapon = handgunWeapon _unit;
if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
if (_primaryWeapon != "") then {
// Use primary if possible
_unit selectWeapon _primaryWeapon;
} else {
if (_handgunWeapon != "") then {
// Use pistol if unit has no primary
_unit selectWeapon _handgunWeapon;
} else {
// Add fake weapon if no weapons besides launcher are available
_unit addWeapon "ACE_FakePrimaryWeapon";
_unit selectWeapon "ACE_FakePrimaryWeapon";
};
};
};
};
// Save the weapon so we can monitor if it changes
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Can't play action that depends on weapon if it was added the same frame
if !(_unit call EFUNC(common,isSwimming)) then {
[{
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
} else {
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
};
}, _unit] call CBA_fnc_execNextFrame;
};
// Move a bit closer and adjust direction when trying to pick up a person
if (_target isKindOf "CAManBase") then {
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
};
// Prevents dragging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
// Disable collisions by setting the physx mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
};

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@ -5,7 +5,7 @@
if (!alive _player) exitWith {false};
if !([_player, objNull, ["isNotDragging", "isNotCarrying", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// If we are drag/carrying something right now then just drop it:
// If we are dragging/carrying something right now then just drop it
if (_player getVariable [QGVAR(isDragging), false]) exitWith {
[_player, _player getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
@ -34,7 +34,7 @@
if (!alive _player) exitWith {false};
if !([_player, objNull, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {false};
// If we are drag/carrying something right now then just drop it:
// If we are dragging/carrying something right now then just drop it
if (_player getVariable [QGVAR(isDragging), false]) exitWith {
[_player, _player getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);

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@ -32,7 +32,7 @@ GVAR(actions) = [];
if ("ace_dragging" call EFUNC(common,isModLoaded)) then {
GVAR(actions) pushBack [
localize ELSTRING(dragging,Drag), "drag",
LELSTRING(dragging,Drag), "drag",
{ACE_player != GVAR(target) && {[ACE_player, GVAR(target)] call EFUNC(dragging,canDrag)}},
{
GVAR(pendingReopen) = false;
@ -41,7 +41,7 @@ if ("ace_dragging" call EFUNC(common,isModLoaded)) then {
];
GVAR(actions) pushBack [
localize ELSTRING(dragging,Carry), "drag",
LELSTRING(dragging,Carry), "drag",
{ACE_player != GVAR(target) && {[ACE_player, GVAR(target)] call EFUNC(dragging,canCarry)}},
{
GVAR(pendingReopen) = false;