Epoch/Sources/epoch_code/compile/building/EPOCH_upgradeBUILD.sqf

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/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Base building upgrade code
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/building/EPOCH_upgradeBUILD.sqf
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Example:
[cursorTarget,_index] call EPOCH_upgradeBUILD;
Parameter(s):
_this select 0: OBJECT - Base building object
_this select 1: NUMBER - index of array from (CfgBaseBuilding >> "upgradeBuilding")
Returns:
NOTHING
*/
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//[[[cog import generate_private_arrays ]]]
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private ["_buildingAllowed","_buildingCountLimit","_buildingJammerRange","_canUpgrade","_canUpgradePartCount","_config","_config2","_countdoors","_countgates","_doors","_gates","_jammer","_maxdoors","_maxgates","_missingCount","_missingParts","_nearestJammer","_ownedJammerExists","_part","_partCheck","_removedPartCount","_req","_return","_stability","_targeter","_upgrade","_upgradeParts","_upgrades","_upgradeto"];
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//[[[end]]]
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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params [
["_object",objNull,[objNull]],
["_index",-1,[0]]
];
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_return = false;
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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if !(_index isEqualTo -1) then {Epoch_upgradeIndex = _index};
if (isNull _object) exitWith {false};
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_buildingAllowed = true;
_ownedJammerExists = false;
_nearestJammer = objNull;
_config = 'CfgEpochClient' call EPOCH_returnConfig;
_buildingJammerRange = getNumber(_config >> "buildingJammerRange");
_buildingCountLimit = getNumber(_config >> "buildingCountLimit");
// defaults
if (_buildingJammerRange == 0) then { _buildingJammerRange = 75; };
if (_buildingCountLimit == 0) then { _buildingCountLimit = 200; };
EPOCH_buildOption = 1;
_targeter = _object getVariable["last_targeter", objNull];
if (!isNull _targeter && _targeter != player && (player distance _object > _targeter distance _object)) exitWith{ EPOCH_stabilityTarget = objNull; false };
_stability = _object getVariable["stability", 100];
if (_stability > 0) exitWith{
if (isNull EPOCH_stabilityTarget) then {
_object setVariable["last_targeter", player, true];
EPOCH_stabilityTarget = _object;
};
};
_jammer = nearestObjects[player, ["PlotPole_EPOCH"], _buildingJammerRange];
if !(_jammer isEqualTo[]) then {
{
if (alive _x) exitWith{
_nearestJammer = _x;
};
} foreach _jammer;
if !(isNull _nearestJammer) then {
if ((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) then {
_ownedJammerExists = true;
}
else {
_buildingAllowed = false;
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["Upgrade Disallowed: Frequency Blocked", 5] call Epoch_message;
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};
};
};
if !(_buildingAllowed)exitWith{ false };
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if (_object isKindOf "Constructions_static_F") then {
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// take upgrade item from player here
_config = 'CfgBaseBuilding' call EPOCH_returnConfig;
_config2 = 'CfgEpochClient' call EPOCH_returnConfig;
_buildingJammerRange = getNumber(_config2 >> "buildingJammerRange");
_maxdoors = getNumber(_config2 >> "maxdoors");
_maxgates = getNumber(_config2 >> "maxgates");
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if (_buildingJammerRange == 0) then {_buildingJammerRange = 150};
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if (_maxdoors == 0) then {_maxdoors = 12};
if (_maxgates == 0) then {_maxgates = 10};
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_upgrades = getArray(_config >> (typeOf _object) >> "upgradeBuilding");
if !(_upgrades isEqualTo []) then {
// get selected upgrade
_upgrade = _upgrades param [Epoch_upgradeIndex,[]];
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_upgradeParts = _upgrade select 1;
_canUpgrade = true;
_canUpgradePartCount = 0;
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_missingParts = "Missing: ";
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{
_part = _x select 0;
_req = _x select 1;
_partCheck = {_x == _part} count (magazines player);
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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if (_partCheck < _req) then {
_missingCount = _req - _partCheck;
_canUpgrade = false;
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_missingParts = _missingParts + format["%1 %2, ", _missingCount, (_part call EPOCH_itemDisplayName)];
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};
_canUpgradePartCount = _canUpgradePartCount + _req;
} forEach _upgradeParts;
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_doors = ["WoodLargeWallDoorL_EPOCH","WoodWall4_EPOCH","CinderWallDoorwHatch_EPOCH","WoodStairs3_EPOCH"];
_gates = ["CinderWallGarage_EPOCH","WoodWallGarage_EPOCH","MetalWallGarage_EPOCH"];
if (_canUpgrade) then {
_upgradeto = _upgrade select 0;
if (_upgradeto in _doors) then {
_countdoors = count (nearestobjects [_nearestJammer,_doors,_buildingJammerRange]);
if (_countdoors >= _maxdoors) then {
_canUpgrade = false;
_missingParts = format["Can not upgrade to locked Door / Stairs! Max %1 allowed per Base!", _maxdoors];
};
};
if (_upgradeto in _gates) then {
_countgates = count (nearestobjects [_nearestJammer,_gates,_buildingJammerRange]);
if (_countgates >= _maxgates) then {
_canUpgrade = false;
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_missingParts = format["Can not upgrade to Gate! Max %1 allowed per Base!", _maxgates];
};
};
};
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_removedPartCount = 0;
if (_canUpgrade) then {
{
for "_i" from 1 to (_x select 1) do {
if ((_x select 0) in (magazines player)) then {
player removeMagazine (_x select 0);
_removedPartCount = _removedPartCount + 1;
};
};
} forEach _upgradeParts;
if (_canUpgradePartCount == _removedPartCount) then {
// send to server for upgrade
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[_object,player,Epoch_upgradeIndex,Epoch_personalToken] remoteExec ["EPOCH_server_upgradeBUILD",2];
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Epoch_upgradeIndex = nil;
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_return = true;
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["Upgraded", 5] call Epoch_message;
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};
} else {
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[_missingParts, 5] call Epoch_message;
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};
};
};
_return