ACE3/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf

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/*
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* Author: NouberNou and esteldunedain
* Compile the self action menu from config for an object's class
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*
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* Arguments:
* 0: Object or class name <OBJECT> or <STRING>
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*
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* Return Value:
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* None
*
* Example:
* [bob] call ACE_interact_menu_fnc_compileMenuSelfAction
*
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* Public: No
*/
#include "script_component.hpp"
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params ["_target"];
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private _objectType = _target;
if (_target isEqualType objNull) then {
_objectType = typeOf _target;
};
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private _namespace = GVAR(ActSelfNamespace);
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// Exit if the action menu is already compiled for this class
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if !(isNil {_namespace getVariable _objectType}) exitWith {};
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private _recurseFnc = {
params ["_actionsCfg"];
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private _actions = [];
{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
private _icon = if (isArray (_entryCfg >> "icon")) then {
getArray (_entryCfg >> "icon");
} else {
[getText (_entryCfg >> "icon"), "#FFFFFF"];
};
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private _statement = compile (getText (_entryCfg >> "statement"));
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private _condition = getText (_entryCfg >> "condition");
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if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition
_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, _target, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
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private _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
private _modifierFunction = compile (getText (_entryCfg >> "modifierFunction"));
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private _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
private _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
private _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
private _runOnHover = true;
if (isText (_entryCfg >> "runOnHover")) then {
_runOnHover = compile getText (_entryCfg >> "runOnHover");
} else {
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
};
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_condition = compile _condition;
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private _children = [_entryCfg] call _recurseFnc;
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private _entry = [
[
configName _entryCfg,
_displayName,
_icon,
_statement,
_condition,
_insertChildren,
[],
[0,0,0],
10, //distace
[_showDisabled,_enableInside,_canCollapse,_runOnHover, true],
_modifierFunction
],
_children
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];
_actions pushBack _entry;
};
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nil
} count (configProperties [_actionsCfg, "isClass _x", true]);
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_actions
};
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private _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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private _baseDisplayName = "";
private _baseIcon = "";
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if (_objectType isKindOf "CAManBase") then {
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_baseDisplayName = localize LSTRING(SelfActionsRoot);
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_baseIcon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
} else {
_baseDisplayName = getText (configFile >> "CfgVehicles" >> _objectType >> "displayName");
//Alt would be to just use a static text, if veh names end up being too long:
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// _baseDisplayName = localize LSTRING(VehicleActionsRoot);
//Pull the icon from the vehicle's config:
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_baseIcon = getText (configFile >> "CfgVehicles" >> _objectType >> "Icon");
//icon could be a CfgVehicleIcons
if isText (configFile >> "CfgVehicleIcons" >> _baseIcon) then {
_baseIcon = getText (configFile >> "CfgVehicleIcons" >> _baseIcon);
};
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};
TRACE_1("Building ACE_SelfActions",_objectType);
// Create a master action to base on self action
private _actions = [
[
[
"ACE_SelfActions",
_baseDisplayName,
_baseIcon,
{
// Dummy statement so it's not collapsed when there's no available actions
true
},
{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder", "isNotRefueling"]] call EFUNC(common,canInteractWith)},
{},
{},
"Spine3",
10,
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[false,true,false,false,false]
],
[_actionsCfg] call _recurseFnc
]
];
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_namespace setVariable [_objectType, _actions];