Repair - Handle turret hitpoints with no selection (#7338)

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PabstMirror 2019-12-28 10:26:57 -06:00 committed by GitHub
parent 50f64eef20
commit d0d70c66ed
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@ -37,10 +37,13 @@ private _hitPointsAddedAmount = [];
private _processedSelections = [];
private _icon = ["a3\ui_f\data\igui\cfg\actions\repair_ca.paa", "#FFFFFF"];
private _vehCfg = configFile >> "CfgVehicles" >> _type;
// Custom position can be defined via config for associated hitpoint
private _hitpointPositions = getArray (configFile >> "CfgVehicles" >> _type >> QGVAR(hitpointPositions));
private _hitpointPositions = getArray (_vehCfg >> QGVAR(hitpointPositions));
// Associated hitpoints can be grouped via config to produce a single repair action
private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR(hitpointGroups));
private _hitpointGroups = getArray (_vehCfg >> QGVAR(hitpointGroups));
// Get turret paths
private _turretPaths = ((fullCrew [_vehicle, "gunner", true]) + (fullCrew [_vehicle, "commander", true])) apply {_x # 3};
{
private _selection = _x;
@ -71,8 +74,6 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
_processedSelections pushBack _selection;
} else {
// Empty selections don't exist
if (_selection isEqualTo "") exitWith { TRACE_3("Skipping Empty Sel",_hitpoint,_forEachIndex,_selection); };
// Empty hitpoints don't contain enough information
if (_hitpoint isEqualTo "") exitWith { TRACE_3("Skipping Empty Hit",_hitpoint,_forEachIndex,_selection); };
// Ignore glass hitpoints
@ -83,10 +84,30 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
// ToDo: see how community utilizes new armor system, could also check getText (_hitpointConfig >> "simulation")
if (((_hitpoint select [0,7]) == "hitera_") || {(_hitpoint select [0,8]) == "hitslat_"} || {(_hitpoint select [0,4]) == "era_"}) exitWith { TRACE_3("Skipping ERA/SLAT",_hitpoint,_forEachIndex,_selection); };
// Some hitpoints do not have a selection but do have an armorComponent value (seems to mainly be RHS)
// Ref https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement
// this code won't support identically named hitpoints (e.g. commander turret: Duplicate HitPoint name 'HitTurret')
private _armorComponent = "";
if (_selection == "") then {
{
private _turretHitpointCfg = ([_vehCfg, _x] call CBA_fnc_getTurret) >> "HitPoints";
private _hitpointsCfg = "configName _x == _hitpoint" configClasses _turretHitpointCfg;
if (!(_hitpointsCfg isEqualTo [])) exitWith {
TRACE_2("turret hitpoint configFound",_hitpoint,_x);
// only do turret hitpoints for now or we get some weird stuff
if ((_hitpoint in ["hitturret", "hitgun"]) || {(getNumber (_hitpointsCfg # 0 >> "isGun")) == 1} || {(getNumber (_hitpointsCfg # 0 >> "isTurret")) == 1}) then {
_armorComponent = getText (_hitpointsCfg # 0 >> "armorComponent");
};
};
} forEach _turretPaths;
if (_armorComponent != "") then { INFO_3("%1: %2 no selection: using armorComponent %3",_type,_hitpoint,_armorComponent); };
};
if ((_selection == "") && {_armorComponent == ""}) exitWith { TRACE_3("Skipping no selection OR armor component",_hitpoint,_forEachIndex,_selection); };
//Depends hitpoints shouldn't be modified directly (will be normalized)
// Biki: Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a "0" value.
if (!((getText (configFile >> "CfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
if (!((getText (_vehCfg >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
TRACE_3("Skip Depends",_hitpoint,_forEachIndex,_selection);
};
@ -116,6 +137,17 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
};
} forEach _hitpointPositions;
// if no selection then use the FireLOD to position the action
if ((_selection == "") && {_position isEqualTo {_target selectionPosition ['', 'HitPoints'];}}) then {
if ((_vehicle selectionPosition [_armorComponent, "FireGeometry"]) isEqualTo [0,0,0]) then {
WARNING_3("[%1: %2: %3] armorComponent does not exist?",_type,_hitpoint,_armorComponent);
_position = [0,0,0]; // just stick it on mainActions
} else {
_position = compile format ["_target selectionPosition ['%1', 'FireGeometry'];", _armorComponent];
};
TRACE_1("using armorComponent position",_position);
};
// Prepare the repair action
private _name = format ["Repair_%1_%2", _forEachIndex, _selection];