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

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

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@ -6,31 +6,36 @@
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
* 2: Parameters <ARRAY>
*
* Return Value:
* Children actions <ARRAY>
*
* Example:
* [target, player, [params]] call ace_interaction_fnc_addPassengersActions
* [cursorObject, player, [params]] call ace_interaction_fnc_addPassengersActions
*
* Public: No
*/
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 _icon = "";
{
private _unit = _x;
_x params ["_unit", "_role"];
if (_unit != _player && {getText (configOf _unit >> "simulation") != "UAVPilot"}) then {
private _icon = [
"",
_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_commander_ca.paa"
] select (([driver _vehicle, gunner _vehicle, commander _vehicle] find _unit) + 1);
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa",
""
] select (["driver", "gunner", "commander"] find _role);
if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then {
_icon = QPATHTOEF(captives,UI\handcuff_ca.paa);
@ -42,9 +47,9 @@ private _actions = [];
[_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);
// 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},
{
@ -63,8 +68,6 @@ private _actions = [];
[],
_unit
];
};
false
} count crew _vehicle;
} forEach ((fullCrew _vehicle) select {_x select 0 != _player && {!unitIsUAV (_x select 0)}});
_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[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
requiredAddons[] = {"ace_interaction"};
author = ECSTRING(common,ACETeam);
authors[] = {"Kingsley"};
url = ECSTRING(main,URL);

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