DayZ_Scripts / scripts /3_Game /DayZ /Systems /Inventory /ReplaceItemWithNewLambdaBase.c
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/**@class ReplaceItemWithNewLambdaBase
* @brief base class for transformation operations (creating one item from another)
**/
class ReplaceItemWithNewLambdaBase
{
EntityAI m_OldItem;
string m_NewItemType;
protected ref InventoryLocation m_OldLocation;
protected ref InventoryLocation m_NewLocation;
protected bool m_RemoveFromLocationPassed = false;
private bool m_RemoveNetworkObjectInfoPassed = false;
void ReplaceItemWithNewLambdaBase(EntityAI old_item, string new_item_type)
{
m_OldItem = old_item;
m_NewItemType = new_item_type;
}
void OverrideNewLocation(InventoryLocation newLocation)
{
m_NewLocation = newLocation;
}
void VerifyItemTypeBySlotType() {}
protected bool WantCreateNewEntity()
{
return m_NewLocation && m_NewItemType != string.Empty;
}
protected bool CanExecuteLambda()
{
if (m_OldItem)
if (GameInventory.LocationCanRemoveEntity(m_OldLocation))
//if (WantCreateNewEntity() GameInventory.LocationTestAddEntityType(m_NewItemType, true, true, false, true))
return true;
return false;
}
/**@fn PrepareLocations
* @brief Step A. - prepare inventory locations
**/
protected bool PrepareLocations()
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step A) Prepare inventory locations, old_item=" + m_OldItem);
m_OldLocation = new InventoryLocation;
if (m_OldItem.GetInventory().GetCurrentInventoryLocation(m_OldLocation)) // A.1) store old location
{
if (m_NewLocation == null)
{
m_NewLocation = new InventoryLocation;
m_NewLocation.CopyLocationFrom(m_OldLocation, true); // A.2) prepare new location from old
//setting proper location type for ground pos
if (!m_NewLocation.GetParent())
{
vector m4[4];
Math3D.MatrixIdentity4(m4);
m4[3] = m_NewLocation.GetPos();
string path = "" + CFG_VEHICLESPATH + " " + m_NewItemType + " inherit_rotation";
bool keep_rotation = GetGame().ConfigIsExisting(path) && GetGame().ConfigGetInt(path) > 0;
if (m_OldLocation.GetType() == InventoryLocationType.GROUND && keep_rotation)
{
float dir[4];
m_OldLocation.GetDir(dir);
m_NewLocation.SetGroundEx(null,m_NewLocation.GetPos(),dir);
}
else
{
m_NewLocation.SetGround(null,m4);
}
}
}
return true;
}
else
Error("[inv] ReplaceItemWithNewLambdaBase Step A.1) failed to get old_item inventory location");
return false;
}
/**@fn RemoveOldItemFromLocation
* @brief Step B. - free location for new item
* @NOTE this operation does not delete the object, only removes it from inventory location
**/
protected void RemoveOldItemFromLocation()
{
if (!GameInventory.LocationRemoveEntity(m_OldLocation)) // B) remove entity from old inventory location (making it free for new item)
{
Error("[inv] ReplaceItemWithNewLambdaBase Step B) failed to remove old_item rom current inventory location");
m_RemoveFromLocationPassed = false;
}
Print("[inv] ReplaceItemWithNewLambdaBase Step B) remove OK, loc=" + InventoryLocation.DumpToStringNullSafe(m_OldLocation));
m_RemoveFromLocationPassed = true;
}
protected void UndoRemoveOldItemFromLocation()
{
if (!GameInventory.LocationAddEntity(m_OldLocation)) // B) undo
Error("[inv] ReplaceItemWithNewLambdaBase Step B) failed to undo remove");
Print("[inv] ReplaceItemWithNewLambdaBase Step B) undo remove OK, loc=" + InventoryLocation.DumpToStringNullSafe(m_OldLocation));
}
/**@fn RemoveNetworkObjectInfo
* @brief Step C. - remove network part of the object
* @NOTE this operation does not delete the object, only removes its network part (and deletes it on client)
**/
protected void RemoveNetworkObjectInfo()
{
GetGame().RemoteObjectTreeDelete(m_OldItem); // C) this forces server to send DeleteObject Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.
// @NOTE: the item is not deleted right now on server, but rather after copying the properties in Step E)
m_RemoveNetworkObjectInfoPassed = true;
}
protected void UndoRemoveNetworkObjectInfo()
{
GetGame().RemoteObjectTreeCreate(m_OldItem);
}
/**@fn CreateNewEntity
* @brief Step D. - create new entity (LOCAL) with specified type
*
* @NOTE: if (!m_NewLocation || m_NewItemType.Empty) ==> this function does not create a new entity
**/
protected EntityAI CreateNewEntity()
{
if (WantCreateNewEntity())
{
VerifyItemTypeBySlotType();
EntityAI new_item;
switch (m_NewLocation.GetType())
{
case InventoryLocationType.GROUND:
new_item = EntityAI.Cast(GetGame().CreateObjectEx(m_NewItemType,m_NewLocation.GetPos(),ECE_PLACE_ON_SURFACE|ECE_LOCAL));
string path = "" + CFG_VEHICLESPATH + " " + m_NewItemType + " inherit_rotation";
bool keep_rotation = GetGame().ConfigIsExisting(path) && GetGame().ConfigGetInt(path) > 0;
if (keep_rotation)
{
new_item.SetOrientation(m_OldItem.GetOrientation()); //this one actually works...debug InventoryLocation
}
break;
case InventoryLocationType.ATTACHMENT:
// forces rawlocation in C++ to make location Valid
m_NewLocation.SetAttachment(m_NewLocation.GetParent(), null, m_NewLocation.GetSlot());
new_item = GameInventory.LocationCreateEntity(m_NewLocation, m_NewItemType, ECE_OBJECT_SWAP, RF_NONE);
break;
default:
new_item = GameInventory.LocationCreateLocalEntity(m_NewLocation, m_NewItemType, ECE_OBJECT_SWAP, RF_NONE);
break;
}
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step D) Created new new_item=" + new_item);
if (new_item)
{
return new_item;
}
else
{
return null;
/*InventoryLocation backupLocation = new InventoryLocation;
vector mtx[4];
Math3D.MatrixIdentity4(mtx);
mtx[3] = m_OldItem.GetPosition();
backupLocation.SetGround(null, mtx);
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step D) plan B - creating=" + m_NewItemType + " at bkp loc=" + backupLocation.DumpToString() + ", but failed");
new_item = GameInventory.LocationCreateLocalEntity(backupLocation, m_NewItemType,ECE_OBJECT_SWAP,RF_NONE); // create LOCAL new one on ground
if (!new_item)
{
Error("[inv] ReplaceItemWithNewLambdaBase Step D) plan B - wanted to create=" + m_NewItemType + " at bkp loc=" + backupLocation.DumpToString() + ", but failed");
return null;
}
return new_item;*/
}
}
// user did not asked for new entity
return null;
}
/**@fn CopyOldPropertiesToNew
* @brief Step E. copy properties from old object to the created one
*
* @NOTE: This is supposed to be overriden in derived classes
**/
void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step E) Copying props " + old_item + " --> " + new_item);
}
/**@fn DeleteOldEntity
* @brief Step F. - deletes physically old item
**/
protected void DeleteOldEntity()
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step F) delete old item=" + m_OldItem);
m_OldItem.DeleteSafe();
}
/**@fn CreateNetworkObjectInfo
* @brief Step G. - create NetworkObjectInfo for new item
*
* @NOTE: new_item can be null if the lambda did not create any item (intentionaly)
**/
protected void CreateNetworkObjectInfo(EntityAI new_item)
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step G) CreateNetworkObjectInfo =" + new_item);
if (new_item)
GetGame().RemoteObjectTreeCreate(new_item); // G) this forces server to send CreateVehicle Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.
}
/**@fn OnSuccess
* @brief Step H. - notification on finish
*
* @NOTE: new_item can be null if the lambda did not create any item (intentionaly)
**/
protected void OnSuccess(EntityAI new_item)
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[inv] ReplaceItemWithNewLambdaBase Step H) OnSuccess=" + new_item);
}
/**@fn OnAbort
* @brief Step Out - notification on abort
*
* @NOTE: new_item can be null if the lambda did not create any item (intentionaly)
**/
protected void OnAbort()
{
Print("Error [inv] ReplaceItemWithNewLambdaBase OnAbort");
}
void Execute(HumanInventoryWithFSM fsm_to_notify = null)
{
int t = GetGame().GetTime();
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[syncinv] t=" + t + " lambda.Execute start ");
// A) init
bool prepared = PrepareLocations();
if (prepared && CanExecuteLambda())
{
// B) rm old (and delete on client)
RemoveOldItemFromLocation();
if (!m_RemoveFromLocationPassed)
{
Error("[inv] ReplaceItemWithNewLambdaBase Step B) ABORT - failed while rm old item from loc=" + InventoryLocation.DumpToStringNullSafe(m_OldLocation));
if (fsm_to_notify)
fsm_to_notify.ProcessHandAbortEvent(new HandEventHumanCommandActionAborted(fsm_to_notify.GetManOwner()));
OnAbort();
return;
}
// C) rm NetworkObjectInfo from old item (+ send delete object tree to clients)
RemoveNetworkObjectInfo();
// D) mk new in place of old
EntityAI new_item = CreateNewEntity();
if (WantCreateNewEntity() && new_item == null)
{
//Error("[inv] ReplaceItemWithNewLambdaBase Step D) ABORT - wanted to create=" + m_NewItemType + " at loc=" + m_NewLocation.DumpToString() + ", but failed");
Print("Error [inv] ReplaceItemWithNewLambdaBase Step D) ABORT - wanted to create=" + m_NewItemType + " at loc=" + InventoryLocation.DumpToStringNullSafe(m_NewLocation) + ", but failed");
if (m_RemoveFromLocationPassed)
UndoRemoveOldItemFromLocation();
if (m_RemoveNetworkObjectInfoPassed)
UndoRemoveNetworkObjectInfo();
OnAbort();
if (fsm_to_notify)
fsm_to_notify.ProcessHandAbortEvent(new HandEventHumanCommandActionAborted(fsm_to_notify.GetManOwner()));
return;
}
// E) cpy props
CopyOldPropertiesToNew(m_OldItem, new_item);
// F) del old
DeleteOldEntity();
// G) mk new NetworkObjectInfo
CreateNetworkObjectInfo(new_item);
// H) notification
OnSuccess(new_item);
}
else
{
Print("[syncinv] warning, lambda cannot be executed, skipping!");
if (fsm_to_notify)
fsm_to_notify.ProcessHandAbortEvent(new HandEventHumanCommandActionAborted(fsm_to_notify.GetManOwner()));
OnAbort();
return;
}
int te = GetGame().GetTime();
int dt = te - t;
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[syncinv] te=" + te + " lambda.Execute end, exec time=" + dt);
}
string DumpToString()
{
string s = "{ old=" + m_OldItem + " newType=" + m_NewItemType + "}";
return s;
}
};
class ItemInventory : GameInventory
{
};