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Repair - Handle turret hitpoints with no selection (#7338)
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@ -37,10 +37,13 @@ private _hitPointsAddedAmount = [];
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private _processedSelections = [];
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private _icon = ["a3\ui_f\data\igui\cfg\actions\repair_ca.paa", "#FFFFFF"];
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private _vehCfg = configFile >> "CfgVehicles" >> _type;
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// Custom position can be defined via config for associated hitpoint
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private _hitpointPositions = getArray (configFile >> "CfgVehicles" >> _type >> QGVAR(hitpointPositions));
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private _hitpointPositions = getArray (_vehCfg >> QGVAR(hitpointPositions));
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// Associated hitpoints can be grouped via config to produce a single repair action
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private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR(hitpointGroups));
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private _hitpointGroups = getArray (_vehCfg >> QGVAR(hitpointGroups));
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// Get turret paths
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private _turretPaths = ((fullCrew [_vehicle, "gunner", true]) + (fullCrew [_vehicle, "commander", true])) apply {_x # 3};
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{
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private _selection = _x;
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@ -71,8 +74,6 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
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_processedSelections pushBack _selection;
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} else {
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// Empty selections don't exist
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if (_selection isEqualTo "") exitWith { TRACE_3("Skipping Empty Sel",_hitpoint,_forEachIndex,_selection); };
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// Empty hitpoints don't contain enough information
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if (_hitpoint isEqualTo "") exitWith { TRACE_3("Skipping Empty Hit",_hitpoint,_forEachIndex,_selection); };
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// Ignore glass hitpoints
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@ -83,10 +84,30 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
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// ToDo: see how community utilizes new armor system, could also check getText (_hitpointConfig >> "simulation")
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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); };
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// Some hitpoints do not have a selection but do have an armorComponent value (seems to mainly be RHS)
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// Ref https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement
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// this code won't support identically named hitpoints (e.g. commander turret: Duplicate HitPoint name 'HitTurret')
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private _armorComponent = "";
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if (_selection == "") then {
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{
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private _turretHitpointCfg = ([_vehCfg, _x] call CBA_fnc_getTurret) >> "HitPoints";
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private _hitpointsCfg = "configName _x == _hitpoint" configClasses _turretHitpointCfg;
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if (!(_hitpointsCfg isEqualTo [])) exitWith {
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TRACE_2("turret hitpoint configFound",_hitpoint,_x);
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// only do turret hitpoints for now or we get some weird stuff
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if ((_hitpoint in ["hitturret", "hitgun"]) || {(getNumber (_hitpointsCfg # 0 >> "isGun")) == 1} || {(getNumber (_hitpointsCfg # 0 >> "isTurret")) == 1}) then {
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_armorComponent = getText (_hitpointsCfg # 0 >> "armorComponent");
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};
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};
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} forEach _turretPaths;
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if (_armorComponent != "") then { INFO_3("%1: %2 no selection: using armorComponent %3",_type,_hitpoint,_armorComponent); };
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};
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if ((_selection == "") && {_armorComponent == ""}) exitWith { TRACE_3("Skipping no selection OR armor component",_hitpoint,_forEachIndex,_selection); };
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//Depends hitpoints shouldn't be modified directly (will be normalized)
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// Biki: Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a "0" value.
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if (!((getText (configFile >> "CfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
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if (!((getText (_vehCfg >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
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TRACE_3("Skip Depends",_hitpoint,_forEachIndex,_selection);
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};
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@ -116,6 +137,17 @@ private _hitpointGroups = getArray(configFile >> "CfgVehicles" >> _type >> QGVAR
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};
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} forEach _hitpointPositions;
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// if no selection then use the FireLOD to position the action
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if ((_selection == "") && {_position isEqualTo {_target selectionPosition ['', 'HitPoints'];}}) then {
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if ((_vehicle selectionPosition [_armorComponent, "FireGeometry"]) isEqualTo [0,0,0]) then {
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WARNING_3("[%1: %2: %3] armorComponent does not exist?",_type,_hitpoint,_armorComponent);
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_position = [0,0,0]; // just stick it on mainActions
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} else {
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_position = compile format ["_target selectionPosition ['%1', 'FireGeometry'];", _armorComponent];
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};
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TRACE_1("using armorComponent position",_position);
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};
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// Prepare the repair action
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private _name = format ["Repair_%1_%2", _forEachIndex, _selection];
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