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AI - Add automatic NVG equip/unequip (#9313)
Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Mike-MF <TyroneMF@hotmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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@ -1,3 +1,5 @@
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PREP(assignNVG);
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PREP(assignNVGpfh);
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PREP(drawCuratorGarrisonPathing);
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PREP(garrison);
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PREP(garrisonMove);
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@ -68,3 +68,11 @@
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params ["_unit", "_mode"];
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_unit enableGunLights _mode;
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}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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["CAManBase", "init", {
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// wait for HMD to be assigned so `hmd _unit` works
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[FUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addClassEventHandler;
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};
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@ -6,4 +6,11 @@ PREP_RECOMPILE_START;
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#include "XEH_PREP.hpp"
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PREP_RECOMPILE_END;
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if (isServer) then {
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GVAR(assignNVGthread) = false;
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GVAR(assignNVGstate) = false;
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};
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#include "initSettings.sqf"
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ADDON = true;
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39
addons/ai/functions/fnc_assignNVG.sqf
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39
addons/ai/functions/fnc_assignNVG.sqf
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@ -0,0 +1,39 @@
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#include "script_component.hpp"
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/*
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* Author: Jonpas
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* Assigns AI first found NVG in their inventory during night time and unassigns it during day time.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [cursorObject] call ace_ai_fnc_assignNVG
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*
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* Public: No
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*/
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if (!GVAR(assignNVG)) exitWith {};
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params ["_unit"];
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if (alive _unit && {!isPlayer _unit}) then {
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private _nvg = hmd _unit;
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if (GVAR(assignNVGstate)) then {
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if (_nvg == "") then {
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private _items = [_unit, false, true, true, true, false, false] call CBA_fnc_uniqueUnitItems; // backpack, vest, uniform
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{
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if (getText (configFile >> "CfgWeapons" >> _x >> "simulation") == "NVGoggles") exitWith {
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_unit assignItem _x;
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};
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} forEach _items;
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};
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} else {
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if (_nvg != "" && {currentVisionMode _unit == 0} && {_unit canAdd _nvg}) then {
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_unit unassignItem _nvg;
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};
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};
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};
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27
addons/ai/functions/fnc_assignNVGpfh.sqf
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27
addons/ai/functions/fnc_assignNVGpfh.sqf
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@ -0,0 +1,27 @@
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#include "script_component.hpp"
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/*
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* Author: Jonpas
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* waitAndExecute Handler for periodic NVG assignment.
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*
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* Arguments:
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* None
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_ai_fnc_assignNVGpfh
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*
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* Public: No
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*/
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TRACE_1("assignNVGpfh",count allUnits);
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if (!GVAR(assignNVG)) exitWith { TRACE_1("shutdown loop",_this); GVAR(assignNVGthread) = false; };
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GVAR(assignNVGstate) = sunOrMoon < 1 || {moonIntensity > 0.8};
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{
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_x call FUNC(assignNVG);
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} forEach allUnits;
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[FUNC(assignNVGpfh), [], 300] call CBA_fnc_waitAndExecute;
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19
addons/ai/initSettings.sqf
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19
addons/ai/initSettings.sqf
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@ -0,0 +1,19 @@
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private _category = format ["ACE %1", LLSTRING(DisplayName)];
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[
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QGVAR(assignNVG), "CHECKBOX",
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[LSTRING(AssignNVG_DisplayName), LSTRING(AssignNVG_Description)],
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_category,
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false,
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1,
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{
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if (isServer) then {
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params ["_enabled"];
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if (_enabled && {!GVAR(assignNVGthread)}) then {
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TRACE_1("start loop",_this);
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GVAR(assignNVGthread) = true;
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[FUNC(assignNVGpfh), [], 1] call CBA_fnc_waitAndExecute;
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};
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};
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}
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] call CBA_fnc_addSetting;
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@ -1,6 +1,22 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="AI">
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<Key ID="STR_ACE_AI_DisplayName">
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<English>AI</English>
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<Chinese>AI</Chinese>
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<French>IA</French>
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<Spanish>IA</Spanish>
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<Italian>AI</Italian>
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<Polish>SI</Polish>
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<Russian>ИИ</Russian>
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<German>KI</German>
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<Czech>UI</Czech>
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<Portuguese>IA</Portuguese>
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<Korean>AI</Korean>
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<Chinesesimp>AI</Chinesesimp>
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<Japanese>AI</Japanese>
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<Turkish>AI</Turkish>
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</Key>
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<Key ID="STR_ACE_AI_GarrisonInvalidPosition">
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<English>Invalid position provided.</English>
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<German>Ungültige Position</German>
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@ -65,5 +81,11 @@
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<Czech>Nenalezena žádná budova.</Czech>
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<Turkish>Bir yapı bulunamadı</Turkish>
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</Key>
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<Key ID="STR_ACE_AI_AssignNVG_DisplayName">
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<English>Auto-Equip NVGs</English>
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</Key>
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<Key ID="STR_ACE_AI_AssignNVG_Description">
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<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
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</Key>
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</Package>
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</Project>
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