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Stagger creating actions over time
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@ -24,9 +24,9 @@ if (_interactionType != 0) exitWith {};
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if ((vehicle ACE_player) != ACE_player) exitWith {};
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[{
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private ["_fncStatement", "_player", "_fncCondition", "_variable", "_theHouse", "_statement", "_condition", "_configPath", "_houseHelpers", "_displayName", "_displayNameDefault", "_iconImage", "_position", "_maxDistance", "_helperObject", "_actionOffset", "_memPoint", "_object", "_count", "_helperPos", "_action"];
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private ["_fncStatement", "_player", "_fncCondition", "_variable", "_theHouse", "_statement", "_condition", "_configPath", "_displayName", "_displayNameDefault", "_iconImage", "_position", "_maxDistance", "_helperObject", "_actionOffset", "_memPoint", "_object", "_count", "_helperPos", "_action"];
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PARAMS_2(_args,_pfID);
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EXPLODE_3_PVT(_args,_setPosition,_addedHelpers,_housesScaned);
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EXPLODE_4_PVT(_args,_setPosition,_addedHelpers,_housesScaned,_houseBeingScaned);
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if (!EGVAR(interact_menu,keyDown)) then {
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{deleteVehicle _x;} forEach _addedHelpers;
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@ -38,102 +38,116 @@ if ((vehicle ACE_player) != ACE_player) exitWith {};
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//If player moved >5 meters from last pos, then rescan
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if (((getPosASL ace_player) distance _setPosition) < 5) exitWith {};
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_fncStatement = {
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PARAMS_3(_target,_player,_variable);
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EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
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this = _theHouse; //this feels dirty
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call _statement;
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};
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_fncCondition = {
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PARAMS_3(_target,_player,_variable);
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EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
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this = _theHouse; //this feels dirty
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call _condition;
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};
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{
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_theHouse = _x;
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if (!(_theHouse in _housesScaned)) then {
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_housesScaned pushBack _x;
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if ((typeOf _theHouse) != "") then {
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_configPath = (configFile >> "CfgVehicles" >> (typeOf _theHouse));
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if (isClass (_configPath >> "UserActions")) then {
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_houseHelpers = [];
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{
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_displayName = getText (_x >> "displayName");
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_displayNameDefault = getText (_x >> "displayNameDefault");
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_position = getText (_x >> "position");
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_condition = getText (_x >> "condition");
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_statement = getText (_x >> "statement");
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_maxDistance = getNumber (_x >> "radius");
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if (_displayName == "") then {_displayName = (configName _x);};
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if (_position == "") then {ERROR("Bad Position");};
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if (_condition == "") then {_condition = "true";};
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if (_statement == "") then {ERROR("No Statement");};
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_statement = compile _statement;
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_condition = compile _condition;
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_maxDistance = _maxDistance + 0.1; //increase range slightly
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_iconImage = "";
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if (_displayNameDefault != "") then {
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//something like: "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
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//find the end [.paa']
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_endIndex = _displayNameDefault find ".paa'";
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if (_endIndex == -1) exitWith {};
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_startIndex = _endIndex - 1;
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_endIndex = _endIndex + 4;
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//work backwards to find the starting [']
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while {(_startIndex > 0) && {_iconImage == ""}} do {
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if ((_displayNameDefault select [_startIndex, 1]) == "'") then {
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_startIndex = _startIndex + 1;
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_iconImage = _displayNameDefault select [_startIndex, (_endIndex - _startIndex)];
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};
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_startIndex = _startIndex - 1;
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};
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};
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//Find a helper object, if one exists on the selection position
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_helperObject = objNull;
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_actionOffset = [0,0,0];
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{
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EXPLODE_3_PVT(_x,_memPoint,_object,_count);
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if (_memPoint == _position) exitWith {
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_helperObject = _object;
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//make sure actions don't overlap (although they are usualy mutually exclusive)
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_actionOffset = [0,0,(_count * 0.05)];
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_x set [2, (_count + 1)];
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};
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} forEach _houseHelpers;
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if (isNull _helperObject) then {
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_helperObject = "Sign_Sphere25cm_F" createVehicleLocal (getpos _theHouse);
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_houseHelpers pushBack [_position, _helperObject, 1];
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_helperPos = _theHouse modelToWorld (_theHouse selectionPosition _position);
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//ASL/ATL bullshit:
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if (surfaceIsWater _helperPos) then {
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_helperObject setPosAslw _helperPos;
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} else {
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_helperObject setPos _helperPos;
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};
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_helperObject hideObject true;
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_addedHelpers pushBack _helperObject;
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TRACE_3("Making New Helper %1",_helperObject,_helperPos,_theHouse);
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};
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_action = [(configName _x), _displayName, _iconImage, _fncStatement, _fncCondition, {}, [_theHouse, _statement, _condition], _actionOffset, _maxDistance] call EFUNC(interact_menu,createAction);
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[_helperObject, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
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} foreach configproperties [(_configPath >> "UserActions")];
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// systemChat str _houseBeingScaned;
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if (_houseBeingScaned isEqualTo []) then {
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_houseWasScaned = false;
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{
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_theHouse = _x;
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if (!(_theHouse in _housesScaned)) exitWith {
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_houseWasScaned = true;
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_housesScaned pushBack _x;
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if ((typeOf _theHouse) != "") then {
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_configPath = (configFile >> "CfgVehicles" >> (typeOf _theHouse));
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if (isClass (_configPath >> "UserActions")) then {
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_args set [3, [_theHouse, 0, []]];
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};
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};
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};
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// Need to scan fairly far, because houses are big. You can be 25m from center of building but right next to a door.
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} forEach nearestObjects [ace_player, ["Static"], 30];
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if (!_houseWasScaned) then {
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_args set [0, (getPosASL ace_player)];
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};
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//Need to scan fairly far, because houses are big. You can be 25m from center of building but right next to a door.
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} forEach nearestObjects [ace_player, ["Static"], 30];
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} else {
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EXPLODE_3_PVT(_houseBeingScaned,_theHouse,_index,_houseHelpers);
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_configPath = configFile >> "CfgVehicles" >> (typeOf _theHouse) >> "UserActions";
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if (_index < ((count _configPath) - 1)) then {
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_actionPath = _configPath select _index;
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_args set [0, (getPosASL ace_player)];
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_fncStatement = {
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PARAMS_3(_target,_player,_variable);
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EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
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this = _theHouse; //this feels dirty
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call _statement;
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};
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_fncCondition = {
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PARAMS_3(_target,_player,_variable);
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EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
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this = _theHouse; //this feels dirty
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call _condition;
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};
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_displayName = getText (_actionPath >> "displayName");
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_displayNameDefault = getText (_actionPath >> "displayNameDefault");
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_position = getText (_actionPath >> "position");
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_condition = getText (_actionPath >> "condition");
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_statement = getText (_actionPath >> "statement");
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_maxDistance = getNumber (_actionPath >> "radius");
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if (_displayName == "") then {_displayName = (configName _x);};
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if (_position == "") then {ERROR("Bad Position");};
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if (_condition == "") then {_condition = "true";};
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if (_statement == "") then {ERROR("No Statement");};
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_statement = compile _statement;
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_condition = compile _condition;
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_maxDistance = _maxDistance + 0.1; //increase range slightly
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_iconImage = "";
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if (_displayNameDefault != "") then {
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//something like: "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
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//find the end [.paa']
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_endIndex = _displayNameDefault find ".paa'";
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if (_endIndex == -1) exitWith {};
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_startIndex = _endIndex - 1;
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_endIndex = _endIndex + 4;
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//work backwards to find the starting [']
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while {(_startIndex > 0) && {_iconImage == ""}} do {
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if ((_displayNameDefault select [_startIndex, 1]) == "'") then {
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_startIndex = _startIndex + 1;
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_iconImage = _displayNameDefault select [_startIndex, (_endIndex - _startIndex)];
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};
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_startIndex = _startIndex - 1;
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};
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};
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//Find a helper object, if one exists on the selection position
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_helperObject = objNull;
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_actionOffset = [0,0,0];
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{
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EXPLODE_3_PVT(_x,_memPoint,_object,_count);
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if (_memPoint == _position) exitWith {
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_helperObject = _object;
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//make sure actions don't overlap (although they are usualy mutually exclusive)
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_actionOffset = [0,0,(_count * 0.05)];
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_x set [2, (_count + 1)];
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};
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} forEach _houseHelpers;
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if (isNull _helperObject) then {
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_helperObject = "Sign_Sphere25cm_F" createVehicleLocal (getpos _theHouse);
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_houseHelpers pushBack [_position, _helperObject, 1];
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_helperPos = _theHouse modelToWorld (_theHouse selectionPosition _position);
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//ASL/ATL bullshit:
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if (surfaceIsWater _helperPos) then {
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_helperObject setPosAslw _helperPos;
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} else {
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_helperObject setPos _helperPos;
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};
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_helperObject hideObject true;
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_addedHelpers pushBack _helperObject;
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TRACE_3("Making New Helper %1",_helperObject,_helperPos,_theHouse);
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};
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_action = [(configName _actionPath), _displayName, _iconImage, _fncStatement, _fncCondition, {}, [_theHouse, _statement, _condition], _actionOffset, _maxDistance] call EFUNC(interact_menu,createAction);
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[_helperObject, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
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_index = _index + 1;
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_args set [3, [_theHouse, _index, _houseHelpers]];
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} else {
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_args set [3, []];
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};
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};
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};
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}, 0.1, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], []]] call CBA_fnc_addPerFrameHandler;
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}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;
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