ACE3/addons/interact_menu/functions/fnc_userActions_addHouseActions.sqf

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#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
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* Called when interact_menu starts rendering (from "interactMenuOpened" event)
*
* Arguments:
* 0: Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* None
*
* Example:
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* [0] call ace_interact_menu_fnc_userActions_addHouseActions
*
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* Public: No
*/
params ["_interactionType"];
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//Ignore if not enabled:
if (!GVAR(addBuildingActions)) exitWith {};
//Ignore self-interaction menu:
if (_interactionType != 0) exitWith {};
//Ignore when mounted:
if ((vehicle ACE_player) != ACE_player) exitWith {};
[{
params ["_args", "_pfID"];
_args params ["_setPosition", "_addedHelpers", "_housesScanned", "_housesToScanForActions"];
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ACE_player) exitWith {};
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//Make the common case fast (cursorTarget is looking at a door):
if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScanned)}) then {
if (((count (configOf cursorTarget >> "UserActions")) > 0) || {(count (getArray (configOf cursorTarget >> "ladders"))) > 0}) then {
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_housesToScanForActions = [cursorTarget];
} else {
_housesScanned pushBack cursorTarget;
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};
};
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//For performance, we only do 1 thing per frame,
//-either do a wide scan and search for houses with actions
//-or scan one house at a time and add the actions for that house
if (_housesToScanForActions isEqualTo []) then {
//If player moved >2 meters from last pos, then rescan
if (((getPosASL ACE_player) distance _setPosition) < 2) exitWith {};
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private _nearBuidlings = nearestObjects [ACE_player, ["Static"], 30];
{
private _configOfHouse = configOf _x;
if (((count (_configOfHouse >> "UserActions")) == 0) && {(count (getArray (_configOfHouse >> "ladders"))) == 0}) then {
_housesScanned pushBack _x;
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} else {
_housesToScanForActions pushBack _x;
};
} forEach (_nearBuidlings - _housesScanned);
_args set [0, (getPosASL ACE_player)];
} else {
private _houseBeingScanned = _housesToScanForActions deleteAt 0;
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//Skip this house for now if we are outside of it's radius
//(we have to scan far out for the big houses, but we don't want to waste time adding actions on every little shack)
if ((_houseBeingScanned != cursorTarget) && {((ACE_player distance _houseBeingScanned) - ((boundingBoxReal _houseBeingScanned) select 2)) > 4}) exitWith {};
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_housesScanned pushBack _houseBeingScanned;
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private _actionSet = [typeOf _houseBeingScanned] call FUNC(userActions_getHouseActions);
_actionSet params ["_memPoints", "_memPointsActions"];
TRACE_3("Add Actions for [%1] (count %2) @ %3",typeOf _houseBeingScanned,(count _memPoints),diag_tickTime);
{
private _helperPos = _houseBeingScanned modelToWorldWorld (_houseBeingScanned selectionPosition _x);
private _helperObject = "ACE_LogicDummy" createVehicleLocal [0,0,0];
_addedHelpers pushBack _helperObject;
_helperObject setVariable [QGVAR(building), _houseBeingScanned];
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_helperObject setPosASL _helperPos;
TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScanned);
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{
[_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject);
} forEach (_memPointsActions select _forEachIndex);
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} forEach _memPoints;
};
};
}, 0, [((getPosASL ACE_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;