ACE3/addons/repair/functions/fnc_addRepairActions.sqf

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#include "script_component.hpp"
/*
* Author: commy2, SilentSpike
* Checks if the vehicles class already has the actions initialized, otherwise add all available repair options. Calleed from init EH.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [vehicle] call ace_repair_fnc_addRepairActions
*
* Public: No
*/
if (!hasInterface) exitWith {};
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params ["_vehicle"];
private _type = typeOf _vehicle;
TRACE_2("addRepairActions", _vehicle,_type);
// do nothing if the class is already initialized
private _initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
if (_type in _initializedClasses) exitWith {};
// get all hitpoints and selections
(getAllHitPointsDamage _vehicle) params [["_hitPoints", []], ["_hitSelections", []]]; // Since 1.82 these are all lower case
// get hitpoints of wheels with their selections
([_vehicle] call FUNC(getWheelHitPointsWithSelections)) params ["_wheelHitPoints", "_wheelHitSelections"];
private _hitPointsAddedNames = [];
private _hitPointsAddedStrings = [];
private _hitPointsAddedAmount = [];
private _processedSelections = [];
private _icon = ["a3\ui_f\data\igui\cfg\actions\repair_ca.paa", "#FFFFFF"];
private _vehCfg = configFile >> "CfgVehicles" >> _type;
// Custom position can be defined via config for associated hitpoint
private _hitpointPositions = getArray (_vehCfg >> QGVAR(hitpointPositions));
// Associated hitpoints can be grouped via config to produce a single repair action
private _hitpointGroups = getArray (_vehCfg >> QGVAR(hitpointGroups));
// Get turret paths
private _turretPaths = ((fullCrew [_vehicle, "gunner", true]) + (fullCrew [_vehicle, "commander", true])) apply {_x # 3};
{
private _selection = _x;
private _hitpoint = toLower (_hitPoints select _forEachIndex);
if (_selection in _wheelHitSelections) then {
// Wheels should always be unique
if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Wheel",_hitpoint,_forEachIndex,_selection);};
private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection];
TRACE_3("Adding Wheel Actions",_hitpoint,_forEachIndex,_selection);
// An action to remove the wheel is required
private _name = format ["Remove_%1_%2", _forEachIndex, _hitpoint];
private _text = localize LSTRING(RemoveWheel);
private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(canRepair)};
private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(repair)};
private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2, nil, FUNC(modifySelectionInteraction)] call EFUNC(interact_menu,createAction);
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
// An action to replace the wheel is required
_name = format ["Replace_%1_%2", _forEachIndex, _hitpoint];
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_text = localize LSTRING(ReplaceWheel);
_condition = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(canRepair)};
_statement = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(repair)};
_action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2] call EFUNC(interact_menu,createAction);
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
_processedSelections pushBack _selection;
} else {
// Empty hitpoints don't contain enough information
if (_hitpoint isEqualTo "") exitWith { TRACE_3("Skipping Empty Hit",_hitpoint,_forEachIndex,_selection); };
// Ignore glass hitpoints
if ((_hitpoint find "glass") != -1) exitWith { TRACE_3("Skipping Glass",_hitpoint,_forEachIndex,_selection); };
// Ignore hitpoints starting with # (seems to be lights)
if ((_hitpoint select [0,1]) == "#") exitWith { TRACE_3("Skipping # hit",_hitpoint,_forEachIndex,_selection); };
// Ignore ERA/Slat armor (vanilla uses hitera_/hitslat_, pre-1.82 RHS uses era_)
// ToDo: see how community utilizes new armor system, could also check getText (_hitpointConfig >> "simulation")
if (((_hitpoint select [0,7]) == "hitera_") || {(_hitpoint select [0,8]) == "hitslat_"} || {(_hitpoint select [0,4]) == "era_"}) exitWith { TRACE_3("Skipping ERA/SLAT",_hitpoint,_forEachIndex,_selection); };
// Some hitpoints do not have a selection but do have an armorComponent value (seems to mainly be RHS)
// Ref https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement
// this code won't support identically named hitpoints (e.g. commander turret: Duplicate HitPoint name 'HitTurret')
private _armorComponent = "";
if (_selection == "") then {
{
private _turretHitpointCfg = ([_vehCfg, _x] call CBA_fnc_getTurret) >> "HitPoints";
private _hitpointsCfg = "configName _x == _hitpoint" configClasses _turretHitpointCfg;
if (!(_hitpointsCfg isEqualTo [])) exitWith {
TRACE_2("turret hitpoint configFound",_hitpoint,_x);
// only do turret hitpoints for now or we get some weird stuff
if ((_hitpoint in ["hitturret", "hitgun"]) || {(getNumber (_hitpointsCfg # 0 >> "isGun")) == 1} || {(getNumber (_hitpointsCfg # 0 >> "isTurret")) == 1}) then {
_armorComponent = getText (_hitpointsCfg # 0 >> "armorComponent");
};
};
} forEach _turretPaths;
if (_armorComponent != "") then { INFO_3("%1: %2 no selection: using armorComponent %3",_type,_hitpoint,_armorComponent); };
};
if ((_selection == "") && {_armorComponent == ""}) exitWith { TRACE_3("Skipping no selection OR armor component",_hitpoint,_forEachIndex,_selection); };
//Depends hitpoints shouldn't be modified directly (will be normalized)
// Biki: Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a "0" value.
if (!((getText (_vehCfg >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
TRACE_3("Skip Depends",_hitpoint,_forEachIndex,_selection);
};
private _childHitPoint = false;
{
{
if (_hitpoint == _x) exitWith {
_childHitPoint = true;
};
} forEach (_x select 1);
} forEach _hitpointGroups;
// If the current selection is associated with a child hitpoint, then skip
if (_childHitPoint) exitWith { TRACE_3("childHitpoint",_hitpoint,_forEachIndex,_selection); };
// Find the action position
private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection];
{
_x params ["_hit", "_pos"];
if (_hitpoint == _hit) exitWith {
if (_pos isEqualType []) exitWith {
_position = _pos; // Position in model space
};
if (_pos isEqualType "") exitWith {
_position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _pos];
};
ERROR_3("Invalid custom position %1 of hitpoint %2 in vehicle %3.",_position,_hitpoint,_type);
};
} forEach _hitpointPositions;
// if no selection then use the FireLOD to position the action
if ((_selection == "") && {_position isEqualTo {_target selectionPosition ['', 'HitPoints'];}}) then {
if ((_vehicle selectionPosition [_armorComponent, "FireGeometry"]) isEqualTo [0,0,0]) then {
WARNING_3("[%1: %2: %3] armorComponent does not exist?",_type,_hitpoint,_armorComponent);
_position = [0,0,0]; // just stick it on mainActions
} else {
_position = compile format ["_target selectionPosition ['%1', 'FireGeometry'];", _armorComponent];
};
TRACE_1("using armorComponent position",_position);
};
// Prepare the repair action
private _name = format ["Repair_%1_%2", _forEachIndex, _selection];
// Find localized string and track those added for numerization
([_hitpoint, "%1", _hitpoint, [_hitPointsAddedNames, _hitPointsAddedStrings, _hitPointsAddedAmount]] call FUNC(getHitPointString)) params ["_text", "_trackArray"];
_hitPointsAddedNames = _trackArray select 0;
_hitPointsAddedStrings = _trackArray select 1;
_hitPointsAddedAmount = _trackArray select 2;
if (_hitpoint in TRACK_HITPOINTS) then {
// Tracks should always be unique
if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Track",_hitpoint,_forEachIndex,_selection);};
_position = compile format ["private _return = _target selectionPosition ['%1', 'HitPoints']; _return set [1, 0]; _return", _selection];
TRACE_4("Adding RepairTrack",_hitpoint,_forEachIndex,_selection,_text);
private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(canRepair)};
private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(repair)};
private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 4] call EFUNC(interact_menu,createAction);
[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
} else {
TRACE_4("Adding MiscRepair",_hitpoint,_forEachIndex,_selection,_text);
private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(canRepair)};
private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(repair)};
private _action = [_name, _text, _icon, _statement, _condition, {}, [_forEachIndex], _position, 5] call EFUNC(interact_menu,createAction);
// Put inside main actions if no other position was found above
if (_position isEqualTo [0,0,0]) then {
[_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass);
} else {
[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
};
};
_processedSelections pushBack _selection;
};
} forEach _hitSelections;
private _condition = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(canRepair)};
private _statement = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(repair)};
private _action = [QGVAR(fullRepair), localize LSTRING(fullRepair), _icon, _statement, _condition, {}, [], "", 4] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass);
// set class as initialized
_initializedClasses pushBack _type;
SETMVAR(GVAR(initializedClasses),_initializedClasses);