ACE3/addons/repair/functions/fnc_getClaimObjects.sqf

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#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Returns array of required nearby repair objects (wheels/tracks).
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
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* 1: Max range to seach from unit (meters) <NUMBER>
* 2: Array of arrays of classnames <ARRAY>
* 3: Sort objects by damage <BOOL> (default: false)
*
* Return Value:
* Array of objects, or [] if not all available <ARRAY>
*
* Example:
* [player, 5, [["Ace_Track"]]] call ace_repair_fnc_getClaimObjects
*
* Public: Yes
*/
params ["_unit", "_maxRange", "_objectsToClaim", ["_sortByDamage", false]];
TRACE_4("params",_unit,_maxRange,_objectsToClaim,_sortByDamage);
private _return = [];
{
private _requiredList = _x; //eg ["ace_track", "ace_track"]
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private _ableToAquire = []; //will be array of objects
{
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private _nearObjects = _unit nearEntities [_x, _maxRange];
if (_sortByDamage && {count _nearObjects > 1}) then {
_nearObjects = _nearObjects apply {[damage _x, _x]};
_nearObjects sort true;
_nearObjects = _nearObjects apply {_x select 1};
};
{
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if (!(_x in _ableToAquire) && {(_x getVariable [QEGVAR(common,owner), objNull]) in [objNull, _unit]}) exitWith { // skip claimed objects
_ableToAquire pushBack _x
};
} forEach _nearObjects;
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} forEach _requiredList;
TRACE_2("Check required equals available",_requiredList,_ableToAquire);
if ((count _ableToAquire) == (count _requiredList)) exitWith {_return = _ableToAquire};
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} forEach _objectsToClaim;
_return