ACE3/addons/trenches/functions/fnc_continueDiggingTrench.sqf

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#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support, esteldunedain
* Continue process of digging trench.
*
* Arguments:
* 0: trench <OBJECT>
* 1: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [TrenchObj, ACE_player] call ace_trenches_fnc_continueDiggingTrench
*
* Public: No
*/
params ["_trench", "_unit"];
TRACE_2("continueDiggingTrench",_trench,_unit);
private _actualProgress = _trench getVariable [QGVAR(progress), 1];
if(_actualProgress == 1) exitWith {};
// Mark trench as being worked on
_trench setVariable [QGVAR(digging), true, true];
private _digTime = missionNamespace getVariable [getText (configOf _trench >> QGVAR(diggingDuration)), 20];
private _digTimeLeft = _digTime * (1 - _actualProgress);
private _placeData = _trench getVariable [QGVAR(placeData), [[], []]];
_placeData params ["_basePos", "_vecDirAndUp"];
private _trenchId = _unit getVariable [QGVAR(isDiggingId), -1];
if(_trenchId < 0) then {
_trenchId = GVAR(trenchId);
_unit setVariable [QGVAR(isDiggingId), _trenchId, true];
GVAR(trenchId) = GVAR(trenchId) + 1;
};
// Create progress bar
private _fnc_onFinish = {
(_this select 0) params ["_unit", "_trench"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
_trench setVariable [QGVAR(digging), false, true];
// Save progress global
private _progress = _trench getVariable [QGVAR(progress), 0];
_trench setVariable [QGVAR(progress), _progress, true];
// Reset animation
[_unit, "", 1] call EFUNC(common,doAnimation);
};
private _fnc_onFailure = {
(_this select 0) params ["_unit", "_trench"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
_trench setVariable [QGVAR(digging), false, true];
// Save progress global
private _progress = _trench getVariable [QGVAR(progress), 0];
_trench setVariable [QGVAR(progress), _progress, true];
// Reset animation
[_unit, "", 1] call EFUNC(common,doAnimation);
};
private _fnc_condition = {
(_this select 0) params ["_unit"];
"ACE_EntrenchingTool" in (_unit call EFUNC(common,uniqueItems))
};
[(_digTimeLeft + 0.5), [_unit, _trench], _fnc_onFinish, _fnc_onFailure, localize LSTRING(DiggingTrench), _fnc_condition] call EFUNC(common,progressBar);
if(_actualProgress == 0) then {
[_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 1.0], _vecDirAndUp, _actualProgress] call FUNC(setTrenchPlacement);
2016-03-22 10:26:40 +00:00
//Remove grass
{
private _trenchGrassCutter = createVehicle ["Land_ClutterCutter_medium_F", [0, 0, 0], [], 0, "NONE"];
private _cutterPos = AGLToASL (_trench modelToWorld _x);
_cutterPos set [2, getTerrainHeightASL _cutterPos];
_trenchGrassCutter setPosASL _cutterPos;
deleteVehicle _trenchGrassCutter;
} foreach getArray (configOf _trench >> QGVAR(grassCuttingPoints));
};
private _progressLeft = (_actualProgress * 10) + 1;
for "_i" from _progressLeft to 10 do {
private _vectorDiffZ = 1 - (_i / 10);
private _delay = _digTime * ((_i / 10) - _actualProgress);
private _progress = _i / 10;
[DFUNC(setTrenchPlacement), [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, _vectorDiffZ], _vecDirAndUp, _progress], _delay] call CBA_fnc_waitAndExecute;
};
// Play animation
[_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation);