ACE3/addons/repair/functions/fnc_canRepair.sqf

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#include "script_component.hpp"
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/*
* Author: Glowbal
* Check if the repair action can be performed.
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*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint or hitpointIndex <STRING>or<NUMBER>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* Can Repair <BOOL>
*
* Example:
* [player, car, "HitHull", "MiscRepair"] call ace_repair_fnc_canRepair
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*
* Public: Yes
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*/
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params ["_caller", "_target", "_hitPoint", "_className"];
TRACE_4("params",_caller,_target,_hitPoint,_className);
private _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className);
if !(isClass _config) exitWith {false}; // or go for a default?
// if(isEngineOn _target) exitWith {false}; // Ignore here so action shows, then exit and show warning when selected #3348
private _engineerRequired = if (isNumber (_config >> "requiredEngineer")) then {
getNumber (_config >> "requiredEngineer");
} else {
// Check for required class
if (isText (_config >> "requiredEngineer")) exitWith {
missionNamespace getVariable [(getText (_config >> "requiredEngineer")), 0];
};
0;
};
if !([_caller, _engineerRequired] call FUNC(isEngineer)) exitWith {false};
// Items can be an array of required items or a string to a missionNamespace variable
private _items = if (isArray (_config >> "items")) then {
getArray (_config >> "items");
} else {
missionNamespace getVariable [getText (_config >> "items"), []]
};
if (count _items > 0 && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
private _return = true;
if (getText (_config >> "condition") != "") then {
private _condition = getText (_config >> "condition");
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if (isNil "_condition") then {
_condition = compile _condition;
} else {
_condition = missionNamespace getVariable _condition;
};
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if (_condition isEqualType false) then {
_return = _condition;
} else {
_return = [_caller, _target, _hitPoint, _className] call _condition;
};
};
if (!_return) exitWith {false};
// private _vehicleStateCondition = if (isText(_config >> "vehicleStateCondition")) then {
// missionNamespace getVariable [getText(_config >> "vehicleStateCondition"), 0]
// } else {
// getNumber(_config >> "vehicleStateCondition")
// };
// if (_vehicleStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitWith {false};
private _repairLocations = getArray (_config >> "repairLocations");
if (!("All" in _repairLocations)) then {
private _repairFacility = {([_caller] call FUNC(isInRepairFacility)) || ([_target] call FUNC(isInRepairFacility))};
private _repairVeh = {([_caller] call FUNC(isNearRepairVehicle)) || ([_target] call FUNC(isNearRepairVehicle))};
{
if (_x == "field") exitWith {_return = true;};
if (_x == "RepairFacility" && _repairFacility) exitWith {_return = true;};
if (_x == "RepairVehicle" && _repairVeh) exitWith {_return = true;};
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if (!isNil "_x") exitWith {
private _val = missionNamespace getVariable _x;
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if (_val isEqualType 0) then {
_return = switch (_val) do {
case 0: {true}; //useAnywhere
case 1: {call _repairVeh}; //repairVehicleOnly
case 2: {call _repairFacility}; //repairFacilityOnly
case 3: {(call _repairFacility) || {call _repairVeh}}; //vehicleAndFacility
default {false}; //Disabled
};
};
};
} forEach _repairLocations;
};
if (!_return) exitWith {false};
//Check that there are required objects nearby
private _requiredObjects = getArray (_config >> "claimObjects");
if (!(_requiredObjects isEqualTo [])) then {
private _objectsAvailable = [_caller, 5, _requiredObjects] call FUNC(getClaimObjects);
if (_objectsAvailable isEqualTo []) then {
TRACE_2("Missing Required Objects",_requiredObjects,_objectsAvailable);
_return = false
};
};
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_return && {alive _target};