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typedef map<typename,ref array<ActionBase_Basic>> TInputActionMap; |
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typedef map<typename,ref ActionInput> TTypeNameActionInputMap; |
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class ActionManagerClient: ActionManagerBase |
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{ |
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protected int m_LastAcknowledgmentID; |
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protected bool m_ActionPossible; |
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protected ref array<ref InventoryLocation> m_ReservedInventoryLocations; |
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protected ref InventoryActionHandler m_InventoryActionHandler; |
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protected ref InventoryLocation m_HandInventoryLocationTest; |
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protected ref TTypeNameActionInputMap m_RegistredInputsMap; |
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protected ref array<ActionInput> m_OrederedAllActionInput; |
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protected ref array<ActionInput> m_OrderedStandartActionInputs; |
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protected ref array<ActionInput> m_DefaultOrderOfActionInputs; |
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protected int m_SelectedActionInputToSrollIndex; |
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protected ref ActionData m_PendingActionData; |
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protected bool m_ActionWantEndRequest_Send; |
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protected bool m_ActionInputWantEnd_Send; |
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void ActionManagerClient(PlayerBase player) |
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{ |
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m_HandInventoryLocationTest = new InventoryLocation; |
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m_HandInventoryLocationTest.SetHands(player,null); |
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m_LastAcknowledgmentID = 1; |
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m_Targets = new ActionTargets(player); |
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m_ReservedInventoryLocations = new array<ref InventoryLocation>; |
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m_InventoryActionHandler = new InventoryActionHandler(player); |
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m_ActionWantEndRequest_Send = false; |
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m_ActionInputWantEnd_Send = false; |
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RegisterInputs(player); |
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m_SelectedActionInputToSrollIndex = 0; |
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} |
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override void Update(int pCurrentCommandID) |
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{ |
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m_InventoryActionHandler.OnUpdate(); |
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super.Update(pCurrentCommandID); |
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int currentCommandID = m_Player.GetCurrentCommandID(); |
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m_ActionPossible = ActionPossibilityCheck(currentCommandID); |
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if (m_PendingActionData) |
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{ |
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m_CurrentActionData = m_PendingActionData; |
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m_CurrentActionData.m_Action.Start(m_CurrentActionData); |
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if (m_CurrentActionData.m_Action.IsInstant()) |
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OnActionEnd(); |
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m_PendingActionData = null; |
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} |
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if (m_CurrentActionData) |
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{ |
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if (m_CurrentActionData.m_State != UA_AM_PENDING && m_CurrentActionData.m_State != UA_AM_REJECTED && m_CurrentActionData.m_State != UA_AM_ACCEPTED) |
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m_CurrentActionData.m_Action.OnUpdateClient(m_CurrentActionData); |
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switch (m_CurrentActionData.m_State) |
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{ |
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case UA_AM_PENDING: |
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break; |
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case UA_AM_ACCEPTED: |
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int condition_mask = ActionBase.ComputeConditionMask(m_Player, m_CurrentActionData.m_Target, m_CurrentActionData.m_MainItem); |
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m_CurrentActionData.m_Action.ClearInventoryReservationEx(m_CurrentActionData); |
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bool can_be_action_done = ((condition_mask & m_CurrentActionData.m_Action.m_ConditionMask) == condition_mask); |
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if (m_ActionPossible && can_be_action_done && currentCommandID != DayZPlayerConstants.COMMANDID_SWIM) |
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{ |
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m_CurrentActionData.m_Action.InventoryReservation(m_CurrentActionData); |
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m_CurrentActionData.m_State = UA_START; |
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m_CurrentActionData.m_Action.Start(m_CurrentActionData); |
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if (m_CurrentActionData.m_Action.IsInstant()) |
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OnActionEnd(); |
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} |
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else |
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{ |
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OnActionEnd(); |
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} |
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m_PendingActionAcknowledgmentID = -1; |
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break; |
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case UA_AM_REJECTED: |
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OnActionEnd(); |
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m_PendingActionAcknowledgmentID = -1; |
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break; |
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default: |
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ProcessActionRequestEnd(); |
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ProcessActionInputEnd(); |
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break; |
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} |
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} |
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#ifdef DEVELOPER |
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if (DeveloperFreeCamera.IsFreeCameraEnabled()) |
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{ |
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m_ActionPossible = false; |
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ResetInputsActions(); |
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} |
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else |
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{ |
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#endif |
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if (!m_CurrentActionData) |
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{ |
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bool isMenuOpen = false; |
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#ifndef NO_GUI |
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isMenuOpen = GetGame().GetUIManager().IsMenuOpen(MENU_INVENTORY); |
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#endif |
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if (m_Player.IsRaised() || isMenuOpen) |
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{ |
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m_Targets.Clear(); |
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} |
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else |
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{ |
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m_Targets.Update(); |
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} |
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FindContextualUserActions(currentCommandID); |
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} |
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InputsUpdate(); |
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#ifdef DEVELOPER |
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} |
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#endif |
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} |
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void RegisterInputs(PlayerBase player) |
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{ |
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if (!m_RegistredInputsMap) |
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{ |
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m_RegistredInputsMap = new TTypeNameActionInputMap; |
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for (int i = 0; i < m_ActionsArray.Count(); i++) |
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{ |
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ActionBase action = m_ActionsArray.Get(i); |
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typename input_type_name = action.GetInputType(); |
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ref ActionInput ai; |
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ai = ActionInput.Cast(m_RegistredInputsMap.Get(input_type_name)); |
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if (!ai) |
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{ |
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ai = ActionInput.Cast(input_type_name.Spawn()); |
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m_RegistredInputsMap.Insert(input_type_name, ai); |
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} |
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action.SetInput(ai); |
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} |
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for (int j = 0; j < m_RegistredInputsMap.Count(); j++) |
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{ |
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m_RegistredInputsMap.GetElement(j).Init(player, this); |
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} |
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SetActioninputOrder(); |
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} |
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} |
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void SetActioninputOrder() |
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{ |
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int i, j; |
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int priority; |
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ActionInput input; |
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m_OrederedAllActionInput = new array<ActionInput>; |
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map<int, ref array<ActionInput>> temp_map_for_sort = new map<int, ref array<ActionInput>>; |
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array<int> array_of_priorities_to_sort = new array<int>; |
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ref array<ActionInput> same_priority_input_array; |
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for (i = 0; i < m_RegistredInputsMap.Count(); i++) |
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{ |
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input = m_RegistredInputsMap.GetElement(i); |
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priority = input.GetPriority(); |
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same_priority_input_array = temp_map_for_sort.Get(priority); |
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if (same_priority_input_array) |
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{ |
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same_priority_input_array.Insert(input); |
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continue; |
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} |
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same_priority_input_array = new array<ActionInput>; |
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same_priority_input_array.Insert(input); |
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temp_map_for_sort.Insert(priority,same_priority_input_array); |
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array_of_priorities_to_sort.Insert(priority); |
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} |
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array_of_priorities_to_sort.Sort(); |
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for (i = 0; i < array_of_priorities_to_sort.Count(); i++) |
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{ |
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priority = array_of_priorities_to_sort[i]; |
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same_priority_input_array = temp_map_for_sort.Get(priority); |
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for (j = 0; j < same_priority_input_array.Count(); j++) |
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{ |
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input = same_priority_input_array.Get(j); |
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m_OrederedAllActionInput.Insert(input); |
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} |
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} |
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SetDefaultInputsOrder(); |
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} |
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void SetDefaultInputsOrder() |
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{ |
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int i, j; |
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m_DefaultOrderOfActionInputs = new array<ActionInput>; |
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m_OrderedStandartActionInputs = new array<ActionInput>; |
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ActionInput input = m_RegistredInputsMap.Get(ContinuousDefaultActionInput); |
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if (input) |
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{ |
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m_OrderedStandartActionInputs.Insert(input); |
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} |
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input = m_RegistredInputsMap.Get(DefaultActionInput); |
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if (input) |
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{ |
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m_OrderedStandartActionInputs.Insert(input); |
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} |
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input = m_RegistredInputsMap.Get(ContinuousInteractActionInput); |
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if (input) |
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{ |
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m_OrderedStandartActionInputs.Insert(input); |
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} |
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input = m_RegistredInputsMap.Get(InteractActionInput); |
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if (input) |
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{ |
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m_OrderedStandartActionInputs.Insert(input); |
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} |
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for (i = 0; i < m_OrederedAllActionInput.Count(); i++) |
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{ |
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for (j = 0; j < m_OrderedStandartActionInputs.Count(); j++) |
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{ |
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if (m_OrederedAllActionInput[i] == m_OrderedStandartActionInputs[j]) |
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{ |
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m_DefaultOrderOfActionInputs.Insert(m_OrederedAllActionInput[i]); |
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break; |
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} |
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} |
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} |
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} |
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static ActionVariantManager GetVariantManager(typename actionName) |
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{ |
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ActionBase action = GetAction(actionName); |
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if (action) |
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{ |
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return action.GetVariantManager(); |
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} |
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return null; |
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} |
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override void RequestEndAction() |
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{ |
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if (!m_ActionWantEndRequest_Send) |
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{ |
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m_ActionWantEndRequest = true; |
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} |
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} |
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override void EndActionInput() |
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{ |
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if (!m_ActionInputWantEnd_Send) |
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{ |
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m_ActionInputWantEnd = true; |
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} |
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} |
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void InputsUpdate() |
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{ |
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ActionInput ain; |
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if (m_CurrentActionData) |
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{ |
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if (!m_ActionInputWantEnd) |
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{ |
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ActionInput ai = m_CurrentActionData.m_Action.GetInput(); |
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ai.Update(); |
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if (m_Player.IsQBControl()) |
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{ |
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if (ai.JustActivate()) |
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m_Player.SetActionEndInput(m_CurrentActionData.m_Action); |
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} |
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else |
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{ |
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if (ai.WasEnded() && (ai.GetInputType() == ActionInputType.AIT_CONTINUOUS || ai.GetInputType() == ActionInputType.AIT_CLICKCONTINUOUS)) |
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{ |
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EndActionInput(); |
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} |
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} |
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} |
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} |
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else |
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{ |
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if (m_ActionsAvaibale) |
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{ |
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for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
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{ |
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ain = m_OrederedAllActionInput[i]; |
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ain.Update(); |
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if (ain.JustActivate()) |
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{ |
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ActionBase action = ain.GetAction(); |
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if (action) |
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{ |
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ActionStart(action, ain.GetUsedActionTarget(), ain.GetUsedMainItem()); |
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break; |
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} |
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} |
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} |
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} |
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} |
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} |
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void ProcessActionRequestEnd() |
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{ |
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if (m_ActionWantEndRequest) |
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{ |
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if (GetGame().IsMultiplayer() && !m_CurrentActionData.m_Action.IsLocal()) |
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{ |
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if (!m_ActionWantEndRequest_Send && ScriptInputUserData.CanStoreInputUserData()) |
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{ |
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if (LogManager.IsActionLogEnable()) |
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{ |
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Debug.ActionLog("Time stamp: " + m_Player.GetSimulationTimeStamp(), m_CurrentActionData.m_Action.ToString() , "n/a", "EndRequest", m_CurrentActionData.m_Player.ToString()); |
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} |
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ScriptInputUserData ctx = new ScriptInputUserData; |
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ctx.Write(INPUT_UDT_STANDARD_ACTION_END_REQUEST); |
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ctx.Send(); |
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m_ActionWantEndRequest_Send = true; |
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m_ActionWantEndRequest = false; |
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m_CurrentActionData.m_Action.EndRequest(m_CurrentActionData); |
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} |
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} |
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else |
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{ |
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m_ActionWantEndRequest = false; |
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m_CurrentActionData.m_Action.EndRequest(m_CurrentActionData); |
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} |
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} |
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} |
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void ProcessActionInputEnd() |
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{ |
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if (m_ActionInputWantEnd) |
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{ |
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if (GetGame().IsMultiplayer() && !m_CurrentActionData.m_Action.IsLocal()) |
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{ |
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if (!m_ActionInputWantEnd_Send && ScriptInputUserData.CanStoreInputUserData()) |
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{ |
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if (LogManager.IsActionLogEnable()) |
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{ |
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Debug.ActionLog("Time stamp: " + m_Player.GetSimulationTimeStamp(), m_CurrentActionData.m_Action.ToString() , "n/a", "EndInput", m_CurrentActionData.m_Player.ToString()); |
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} |
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ScriptInputUserData ctxi = new ScriptInputUserData; |
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ctxi.Write(INPUT_UDT_STANDARD_ACTION_INPUT_END); |
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ctxi.Send(); |
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m_ActionInputWantEnd_Send = true; |
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m_ActionInputWantEnd = false; |
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m_CurrentActionData.m_Action.EndInput(m_CurrentActionData); |
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} |
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} |
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else |
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{ |
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if (!m_ActionInputWantEnd_Send) |
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{ |
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m_ActionInputWantEnd_Send = true; |
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m_ActionInputWantEnd = false; |
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m_CurrentActionData.m_Action.EndInput(m_CurrentActionData); |
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} |
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} |
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} |
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} |
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ActionBase GetPossibleAction(typename inputType) |
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{ |
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ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
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if (action_input) |
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{ |
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return action_input.GetAction(); |
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} |
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return NULL; |
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} |
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array<ActionBase> GetPossibleActions(typename inputType) |
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{ |
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ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
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if (action_input) |
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{ |
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return action_input.GetPossibleActions(); |
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} |
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return NULL; |
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} |
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int GetPossibleActionIndex(typename inputType) |
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{ |
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ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
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if (action_input) |
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{ |
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return action_input.GetPossibleActionIndex(); |
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} |
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return -1; |
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} |
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int GetPossibleActionCount(typename inputType) |
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{ |
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ActionInput action_input = m_RegistredInputsMap.Get(inputType); |
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if (action_input) |
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{ |
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return action_input.GetPossibleActionsCount(); |
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} |
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return 0; |
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} |
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void InjectAction(ActionBase action, ActionTarget target, ItemBase item) |
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{ |
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ActionInput ai = action.GetInput(); |
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ai.ForceAction(action, target, item); |
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} |
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void InjectAction(typename actionType, ActionTarget target, ItemBase item) |
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{ |
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ActionBase action = GetAction(actionType); |
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InjectAction(action, target, item); |
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} |
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void EjectAction(ActionBase action) |
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{ |
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ActionInput ai = action.GetInput(); |
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ai.ClearForcedAction(); |
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} |
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void EjectAction(typename actionType) |
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{ |
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ActionBase action = GetAction(actionType); |
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EjectAction(action); |
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} |
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void ForceTarget(Object targetObject) |
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{ |
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Object parent = null; |
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EntityAI targetEntity = EntityAI.Cast(targetObject); |
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if (targetEntity) |
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parent = targetEntity.GetHierarchyParent(); |
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m_ForceTarget = new ActionTarget(targetObject, parent, -1, vector.Zero, -1); |
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} |
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void ClearForceTarget() |
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{ |
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m_ForceTarget = NULL; |
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} |
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override ActionTarget FindActionTarget() |
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{ |
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if (m_ForceTarget) |
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return m_ForceTarget; |
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ActionTarget action_target; |
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action_target = NULL; |
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int targetsCount = m_Targets.GetTargetsCount(); |
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if (targetsCount) |
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{ |
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for (int i = 0; i < targetsCount; ++i) |
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{ |
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action_target = m_Targets.GetTarget(i); |
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Object targetObject = action_target.GetObject(); |
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Object targetParent = action_target.GetParent(); |
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if (targetParent) |
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{ |
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break; |
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} |
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if (targetObject) |
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{ |
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break; |
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} |
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} |
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} |
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else |
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{ |
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action_target = new ActionTarget(null, null, -1, vector.Zero, -1); |
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} |
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return action_target; |
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} |
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ItemBase FindActionItem() |
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{ |
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ItemBase item; |
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if (m_Player && m_Player.GetItemInHands() && m_Player.GetItemInHands().IsItemBase()) |
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{ |
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item = m_Player.GetItemInHands(); |
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} |
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return item; |
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} |
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protected bool HasHandInventoryReservation() |
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{ |
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m_HandInventoryLocationTest.SetHands(m_Player,m_Player.GetItemInHands()); |
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if (m_Player.GetHumanInventory().HasInventoryReservation(m_Player.GetItemInHands(),m_HandInventoryLocationTest)) |
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return true; |
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return false; |
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} |
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protected void FindContextualUserActions(int pCurrentCommandID) |
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{ |
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m_ActionsAvaibale = false; |
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if (!m_ActionPossible || HasHandInventoryReservation() || GetGame().IsInventoryOpen()) |
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{ |
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ResetInputsActions(); |
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return; |
|
} |
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if (!GetRunningAction()) |
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{ |
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ActionBase action; |
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ActionTarget target; |
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ItemBase item; |
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m_ActionsAvaibale = true; |
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item = FindActionItem(); |
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target = FindActionTarget(); |
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int actionConditionMask = ActionBase.ComputeConditionMask(m_Player,target,item); |
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for (int i = 0; i < m_OrederedAllActionInput.Count();i++) |
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{ |
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ActionInput ain = m_OrederedAllActionInput[i]; |
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ain.UpdatePossibleActions(m_Player,target,item, actionConditionMask); |
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} |
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SetActionContext(target,item); |
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} |
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} |
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protected bool LockInventory(ActionData action_data) |
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{ |
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bool success = false; |
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if (action_data.m_Action.IsInstant()) |
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{ |
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if (LogManager.IsActionLogEnable()) |
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{ |
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Debug.ActionLog("(-) Inventory lock - Not Used", action_data.m_Action.ToString() , "n/a", "LockInventory", action_data.m_Player.ToString()); |
|
} |
|
success = true; |
|
} |
|
else |
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{ |
|
if (LogManager.IsActionLogEnable()) |
|
{ |
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Debug.ActionLog("(X) Inventory lock", action_data.m_Action.ToString() , "n/a", "LockInventory", action_data.m_Player.ToString()); |
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} |
|
if (action_data.m_Action) |
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{ |
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success = action_data.m_Action.InventoryReservation(action_data); |
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} |
|
} |
|
return success; |
|
} |
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void UnlockInventory(ActionData action_data) |
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{ |
|
if (LogManager.IsActionLogEnable()) |
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{ |
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Debug.ActionLog("(O) Inventory unlock", action_data.m_Action.ToString() , "n/a", "UnlockInventory", action_data.m_Player.ToString()); |
|
} |
|
if (action_data.m_Action) |
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action_data.m_Action.ClearInventoryReservationEx(action_data); |
|
} |
|
|
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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; |
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|
|
if (action.CanBePerformedFromQuickbar()) |
|
m_Player.SetActionEndInput(action); |
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|
|
HandleInputsOnActionStart(action); |
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|
|
if (LogManager.IsActionLogEnable()) |
|
{ |
|
if ( target ) |
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{ |
|
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; |
|
}; |
|
|