Interaction - Add crew status check for some vehicle interactions (#9637)

* Added check for crew status

If a one or more passenger in a vehicle are conscious, not captive and hostile to the interacting unit, the interactions (passenger, cargo) will not appear.

* Update fnc_canInteractWithVehicleCrew.sqf

* Update fnc_canInteractWithVehicleCrew.sqf
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johnb432 2023-11-11 13:03:32 +01:00 committed by GitHub
parent 74be4f1503
commit cf8c847811
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 84 additions and 47 deletions

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@ -81,7 +81,8 @@ GVAR(vehicleAction) = [
{locked _target < 2} && {locked _target < 2} &&
{([_player, _target] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE} && {([_player, _target] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE} &&
{alive _target} && {alive _target} &&
{[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} {[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} &&
{[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew)}
} }
] call EFUNC(interact_menu,createAction); ] call EFUNC(interact_menu,createAction);
@ -99,6 +100,7 @@ GVAR(objectActions) = [
{(_target getVariable [QGVAR(canLoad), getNumber (configOf _target >> QGVAR(canLoad))]) in [true, 1]} && {(_target getVariable [QGVAR(canLoad), getNumber (configOf _target >> QGVAR(canLoad))]) in [true, 1]} &&
{alive _target} && {alive _target} &&
{[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} && {[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} &&
{[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew)} &&
{(_target getVariable [QGVAR(noRename), getNumber (configOf _target >> QGVAR(noRename))]) in [false, 0]} {(_target getVariable [QGVAR(noRename), getNumber (configOf _target >> QGVAR(noRename))]) in [false, 0]}
} }
] call EFUNC(interact_menu,createAction), ] call EFUNC(interact_menu,createAction),
@ -114,6 +116,7 @@ GVAR(objectActions) = [
{locked _target < 2} && {locked _target < 2} &&
{alive _target} && {alive _target} &&
{[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} && {[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)} &&
{[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew)} &&
{((nearestObjects [_target, GVAR(cargoHolderTypes), (MAX_LOAD_DISTANCE + 10)]) findIf { {((nearestObjects [_target, GVAR(cargoHolderTypes), (MAX_LOAD_DISTANCE + 10)]) findIf {
private _hasCargoConfig = 1 == getNumber (configOf _x >> QGVAR(hasCargo)); private _hasCargoConfig = 1 == getNumber (configOf _x >> QGVAR(hasCargo));
private _hasCargoPublic = _x getVariable [QGVAR(hasCargo), false]; private _hasCargoPublic = _x getVariable [QGVAR(hasCargo), false];

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@ -14,6 +14,7 @@ PREP(hideMouseHint);
// interaction with units // interaction with units
PREP(canInteractWithCivilian); PREP(canInteractWithCivilian);
PREP(canInteractWithVehicleCrew);
PREP(getDown); PREP(getDown);
PREP(sendAway); PREP(sendAway);
PREP(canJoinGroup); PREP(canJoinGroup);

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@ -6,65 +6,68 @@
* Arguments: * Arguments:
* 0: Vehicle <OBJECT> * 0: Vehicle <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* 3: Parameters <ARRAY> * 2: Parameters <ARRAY>
* *
* Return Value: * Return Value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Example: * Example:
* [target, player, [params]] call ace_interaction_fnc_addPassengersActions * [cursorObject, player, [params]] call ace_interaction_fnc_addPassengersActions
* *
* Public: No * Public: No
*/ */
params ["_vehicle", "_player"]; params ["_vehicle", "_player"];
// If player is not in vehicle and the crew is hostile, do not show any actions
if !(_player in _vehicle || {[_player, _vehicle] call FUNC(canInteractWithVehicleCrew)}) exitWith {
[] // return
};
private _actions = []; private _actions = [];
private _icon = "";
{ {
private _unit = _x; _x params ["_unit", "_role"];
if (_unit != _player && {getText (configOf _unit >> "simulation") != "UAVPilot"}) then { _icon = [
private _icon = [ "A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_driver_ca.paa",
"", "A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_gunner_ca.paa",
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_driver_ca.paa", "A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa",
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_gunner_ca.paa", ""
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa" ] select (["driver", "gunner", "commander"] find _role);
] select (([driver _vehicle, gunner _vehicle, commander _vehicle] find _unit) + 1);
if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then { if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then {
_icon = QPATHTOEF(captives,UI\handcuff_ca.paa); _icon = QPATHTOEF(captives,UI\handcuff_ca.paa);
};
_actions pushBack [
[
format ["%1", _unit],
[_unit, true] call EFUNC(common,getName),
[_icon, "#FFFFFF"],
{
//statement (Run on hover) - reset the cache so we will insert actions immedietly when hovering over new unit
TRACE_2("Cleaning Cache",_target,vehicle _target);
[vehicle _target, QEGVAR(interact_menu,ATCache_ACE_SelfActions)] call EFUNC(common,eraseCache);
},
{true},
{
if (EGVAR(interact_menu,selectedTarget) isEqualTo _target) then {
_this call FUNC(addPassengerActions)
} else {
[] //not selected, don't waste time on actions
};
},
[_unit],
{[0, 0, 0]},
2,
[false,false,false,true,false], //add run on hover (4th bit true)
{if (["ace_medical_gui"] call EFUNC(common,isModLoaded)) then {call EFUNC(medical_gui,modifyActionTriageLevel)}}
] call EFUNC(interact_menu,createAction),
[],
_unit
];
}; };
false
} count crew _vehicle; _actions pushBack [
[
format ["%1", _unit],
[_unit, true] call EFUNC(common,getName),
[_icon, "#FFFFFF"],
{
// statement (Run on hover) - reset the cache so we will insert actions immediately when hovering over new unit
TRACE_2("Cleaning Cache",_target,objectParent _target);
[objectParent _target, QEGVAR(interact_menu,ATCache_ACE_SelfActions)] call EFUNC(common,eraseCache);
},
{true},
{
if (EGVAR(interact_menu,selectedTarget) isEqualTo _target) then {
_this call FUNC(addPassengerActions)
} else {
[] // not selected, don't waste time on actions
};
},
[_unit],
{[0, 0, 0]},
2,
[false, false, false, true, false], // add run on hover (4th bit true)
{if (["ace_medical_gui"] call EFUNC(common,isModLoaded)) then {call EFUNC(medical_gui,modifyActionTriageLevel)}}
] call EFUNC(interact_menu,createAction),
[],
_unit
];
} forEach ((fullCrew _vehicle) select {_x select 0 != _player && {!unitIsUAV (_x select 0)}});
_actions _actions

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@ -0,0 +1,31 @@
#include "..\script_component.hpp"
/*
* Author: johnb43
* Checks if a unit can interact with the vehicle crew inside.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return Value:
* Unit can interact with vehicle crew <BOOL>
*
* Example:
* [cursorObject, player] call ace_interaction_fnc_canInteractWithVehicleCrew
*
* Public: No
*/
params ["_player", "_vehicle"];
private _crew = crew _vehicle;
// If vehicle is empty, quit
if (_crew isEqualTo []) exitWith {true};
private _sidePlayer = side group _player;
(_crew select {_x != _player && {!unitIsUAV _x}}) findIf { // ignore player and UAV units
// Units must all be unconscious, captive or friendly (side group is used in case unit is captive/unconscious) for actions to show up
!captive _x && {lifeState _x in ["HEALTHY", "INJURED"]} && {[_sidePlayer, side group _x] call BIS_fnc_sideIsEnemy}
} == -1

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@ -5,7 +5,7 @@ class CfgPatches {
units[] = {}; units[] = {};
weapons[] = {}; weapons[] = {};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"}; requiredAddons[] = {"ace_interaction"};
author = ECSTRING(common,ACETeam); author = ECSTRING(common,ACETeam);
authors[] = {"Kingsley"}; authors[] = {"Kingsley"};
url = ECSTRING(main,URL); url = ECSTRING(main,URL);

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@ -32,8 +32,7 @@ GVAR(enabled)
&& {isNull getConnectedUAVUnit _unit} && {isNull getConnectedUAVUnit _unit}
&& {simulationEnabled _vehicle} && {simulationEnabled _vehicle}
&& { && {
-1 == crew _vehicle findIf {alive _x} [_unit, _vehicle] call EFUNC(interaction,canInteractWithVehicleCrew)
|| {0.6 <= side group _unit getFriend side group _vehicle}
} }
&& { && {
0.3 < vectorUp _vehicle select 2 // moveIn* and GetIn* don't work for flipped vehicles 0.3 < vectorUp _vehicle select 2 // moveIn* and GetIn* don't work for flipped vehicles