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Medical AI - Add command actions to heal injured units (#10164)
* Add AI command menu for healing * Moved actions to separate function * Minor cleanup
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@ -1,3 +1,4 @@
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PREP(addHealingCommandActions);
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PREP(canRequestMedic);
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PREP(canRequestMedic);
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PREP(healingLogic);
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PREP(healingLogic);
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PREP(healSelf);
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PREP(healSelf);
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@ -20,6 +20,9 @@
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_unit setVariable [QGVAR(lastSuppressed), CBA_missionTime];
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_unit setVariable [QGVAR(lastSuppressed), CBA_missionTime];
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}] call CBA_fnc_addClassEventHandler;
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}] call CBA_fnc_addClassEventHandler;
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// Add command actions to command AI medics to treat other units
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call FUNC(addHealingCommandActions);
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if (GVAR(requireItems) == 2) then {
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if (GVAR(requireItems) == 2) then {
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["CAManBase", "InitPost", {
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["CAManBase", "InitPost", {
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[{
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[{
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88
addons/medical_ai/functions/fnc_addHealingCommandActions.sqf
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88
addons/medical_ai/functions/fnc_addHealingCommandActions.sqf
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@ -0,0 +1,88 @@
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#include "..\script_component.hpp"
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/*
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* Author: johnb43
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* Adds ACE actions for the player to command medics to heal injured units.
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*
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* Arguments:
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* None
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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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* call ace_medical_ai_fnc_addHealingCommandActions
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*
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* Public: No
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*/
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if (!hasInterface) exitWith {};
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private _action = [
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QGVAR(heal),
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localize "STR_A3_Task180_name",
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"",
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{},
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{_player == leader _player},
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{
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private _units = units _player;
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(_units select {_x call EFUNC(common,isAwake) && {_x call EFUNC(medical_treatment,isMedic)} && {!(_x call EFUNC(common,isPlayer))}}) apply {
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[
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[
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QGVAR(medicHeal_) + str _x,
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format ["%1: (%2)", [_x, false, true] call EFUNC(common,getName), groupID _x],
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"",
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{},
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{true},
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{
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(_this select 2) params ["_healer", "_units"];
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(_units select {_x call FUNC(isInjured)}) apply {
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[
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[
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QGVAR(healUnit_) + str _x,
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format [localize "str_action_heal_soldier", ([_x, false, true] call EFUNC(common,getName)) + " (" + str groupID _x + ")"],
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"",
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{
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(_this select 2) params ["_healer", "_target"];
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private _assignedMedic = _target getVariable [QGVAR(assignedMedic), objNull];
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// Remove from previous medic's queue
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if (!isNull _assignedMedic && {_healer != _assignedMedic}) then {
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private _healQueue = _assignedMedic getVariable [QGVAR(healQueue), []];
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_healQueue deleteAt (_healQueue find _target);
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_assignedMedic setVariable [QGVAR(healQueue), _healQueue];
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};
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_target setVariable [QGVAR(assignedMedic), _healer];
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// Add to new medic
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private _healQueue = _healer getVariable [QGVAR(healQueue), []];
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_healQueue deleteAt (_healQueue find _target);
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_healQueue insert [0, [_target]];
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_healer setVariable [QGVAR(healQueue), _healQueue];
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},
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{true},
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{},
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[_healer, _x]
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] call EFUNC(interact_menu,createAction),
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[],
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_x
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]
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};
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},
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[_x, _units]
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] call EFUNC(interact_menu,createAction),
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[],
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_x
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]
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};
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}
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] call EFUNC(interact_menu,createAction);
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["CAManBase", 1, ["ACE_SelfActions"], _action, true] call EFUNC(interact_menu,addActionToClass);
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