ACE3/addons/interaction/functions/fnc_initAnimActions.sqf

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#include "..\script_component.hpp"
/*
* Author: Dystopian
* Initializes object interactions based on animations.
*
* Arguments:
* 0: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* cursorObject call ace_interaction_fnc_initAnimActions
*
* Public: No
*/
params ["_object"];
private _class = typeOf _object;
if (_class in GVAR(initializedAnimClasses)) exitWith {};
GVAR(initializedAnimClasses) pushBack _class;
private _statement = {
params ["_target", "_player", "_params"];
_params params ["_anim", "_phase", "_duration", "_text"];
TRACE_5("statement",_target,_player,_anim,_phase,_duration);
[
_duration,
[_target, _player, _anim, _phase],
{
(_this select 0) params ["_target", "_player", "_anim", "_phase"];
private _items = _target getVariable [
format [QGVAR(animsItems_%1), _anim],
getArray (configOf _target >> QGVAR(anims) >> _anim >> "items")
];
// If 1 object was spawned in, consider it a success
private _success = false;
if (_items isNotEqualTo []) then {
if (_items isEqualType "") then {
_items = [_items];
};
private _weaponHolder = objNull;
{
private _type = (_x call EFUNC(common,getItemType)) select 0;
if (_type == "") then {
private _emptyPosAGL = [];
// This covers testing vehicle stability and finding a safe position
for "_i" from 1 to 3 do {
_emptyPosAGL = [_target, _x, _player] call EFUNC(common,findUnloadPosition);
if (_emptyPosAGL isNotEqualTo []) exitWith {};
};
// If still no valid position, try the next item
if (_emptyPosAGL isEqualTo []) then {
[LELSTRING(common,NoRoomToUnload)] call EFUNC(common,displayTextStructured);
continue;
};
private _object = createVehicle [_x, _emptyPosAGL, [], 0, "CAN_COLLIDE"];
if (!isNull _object) then {
// Prevent items from taking damage when unloaded
[_object, "blockDamage", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[EFUNC(common,statusEffect_set), [_object, "blockDamage", QUOTE(ADDON), false], 2] call CBA_fnc_waitAndExecute;
_success = true;
} else {
WARNING_1("Failed to create object of type '%1'",_x);
};
continue;
};
// Functions/code below are guaranteed to spawn in objects
_success = true;
// getItemType considers backpacks as weapons, so handle them first
if (getNumber (configFile >> "CfgVehicles" >> _x >> "isBackpack") == 1) then {
if (backpack _player == "") then {
_player addBackpackGlobal _x;
} else {
if (isNull _weaponHolder) then {
_weaponHolder = nearestObject [_player, "WeaponHolder"];
if (isNull _weaponHolder || {_player distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", [0, 0, 0], [], 0, "NONE"];
_weaponHolder setPosASL getPosASL _player;
};
};
_weaponHolder addBackpackCargoGlobal [_x, 1];
};
continue;
};
switch (_type) do {
case "weapon": {
[_player, _x, true] call CBA_fnc_addWeapon;
};
case "item": {
[_player, _x, true] call CBA_fnc_addItem;
};
case "magazine": {
[_player, _x, -1, true] call CBA_fnc_addMagazine;
};
};
} forEach _items;
} else {
[LELSTRING(common,disabled)] call EFUNC(common,displayTextStructured);
};
if (!_success) exitWith {};
_target animateSource [_anim, _phase, true];
},
{},
_text,
{
(_this select 0) params ["_target", "", "_anim", "_phase"];
_target animationPhase _anim != _phase
},
["isNotSwimming"]
] call EFUNC(common,progressBar);
};
private _condition = {
params ["_target", "_player", "_params"];
_params params ["_anim", "_phase"];
_target animationPhase _anim != _phase
&& {[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)}
};
private _config = configOf _object;
{
private _animConfig = _x;
private _anim = configName _animConfig;
private _animationSourcesConfig = _config >> "AnimationSources" >> _anim;
if !(
isClass _animationSourcesConfig // anim exist
&& {0 != [_animationSourcesConfig >> "scope", "NUMBER", 1] call CBA_fnc_getConfigEntry} // anim not hidden
&& {isNumber (_animationSourcesConfig >> "initPhase")} // anim correct (some CUP anims are inherited and cleared)
&& {0 != [_animConfig >> "enabled", "NUMBER", 1] call CBA_fnc_getConfigEntry} // anim enabled
) then {continue};
private _positions = [];
{
if (_x isEqualType "") then {
_positions pushBack compile _x;
} else {
_positions pushBack _x;
};
} forEach getArray (_animConfig >> "positions");
_positions append getArray (_animConfig >> "selections");
if (_positions isEqualTo []) then {
ERROR_2("No action position for _class %1 anim %2",_class,_anim);
continue;
};
private _phase = [_animConfig >> "phase", "NUMBER", 1] call CBA_fnc_getConfigEntry;
private _name = [_animConfig >> "name", "TEXT", localize "str_a3_cfgactions_unmountitem0"] call CBA_fnc_getConfigEntry;
private _icon = [_animConfig >> "icon", "TEXT", "\A3\ui_f\data\igui\cfg\actions\take_ca.paa"] call CBA_fnc_getConfigEntry;
private _duration = [_animConfig >> "duration", "NUMBER", 10] call CBA_fnc_getConfigEntry;
private _text = getText (_animConfig >> "text");
private _distance = [_animConfig >> "distance", "NUMBER", 2] call CBA_fnc_getConfigEntry;
{
private _action = [
format [QGVAR(anim_%1_%2), _anim, _forEachIndex],
_name,
_icon,
_statement,
_condition,
{},
[_anim, _phase, _duration, _text],
_x,
_distance
] call EFUNC(interact_menu,createAction);
[_class, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
TRACE_3("add anim",_class,_anim,_x);
} forEach _positions;
} forEach configProperties [_config >> QGVAR(anims), "isClass _x"];