Merge pull request #131 from KoffeinFlummi/MagRepackRedo

Rewrite: Magazine Repack
This commit is contained in:
Nicolás Badano 2015-02-11 19:42:47 -03:00
commit e9892f4f7b
16 changed files with 363 additions and 235 deletions

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@ -1,4 +1,3 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));

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@ -0,0 +1,12 @@
class CfgSounds {
class GVAR(soundMagazineFinished) {
name = QGVAR(soundMagazineFinished);
sound[]={QUOTE(PATHTOF(sounds\magrepack_finished.wav)),1,1};
titles[]={};
};
class GVAR(soundRoundFinished) {
name = QGVAR(soundRoundFinished);
sound[] = {QUOTE(PATHTOF(sounds\magrepack_single.wav)),1,1};
titles[] = {};
};
};

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@ -1,18 +1,17 @@
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_RepackMagazines {
displayName = "$STR_ACE_MagazineRepack_RepackMagazines";
condition = QUOTE(true);
statement = QUOTE([_player] call FUNC(magazineRepack));
showDisabled = 0;
priority = -2;
icon = PATHTOF(UI\repack_ca.paa);
hotkey = "R";
enableInside = 1;
};
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_RepackMagazines {
displayName = "$STR_ACE_MagazineRepack_RepackMagazines";
condition = QUOTE(true);
statement = QUOTE([_player] call FUNC(openSelectMagazineUI));
showDisabled = 0;
priority = -2;
icon = QUOTE(PATHTOF(UI\repack_ca.paa));
hotkey = "R";
enableInside = 1;
};
};
};
};
};

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@ -3,10 +3,10 @@ ace_magazinerepack
Adds the ability to consolidate multiple half-empty magazines.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [commy2](https://github.com/commy2)
- [esteldunedain](https://github.com/esteldunedain)
- [PabstMirror](https://github.com/PabstMirror)

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@ -2,8 +2,10 @@
ADDON = false;
PREP(magazineRepack);
PREP(magazineRepackCallback);
PREP(magazineRepackFinish);
PREP(magazineRepackProgress);
PREP(openSelectMagazineUI);
PREP(simulateRepackEvents);
PREP(startRepackingMagazine);
ADDON = true;

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@ -5,7 +5,7 @@ class CfgPatches {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common","ace_interaction"};
requiredAddons[] = {"ace_interaction"};
author[] = {"commy2","CAA-Picard"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
@ -13,6 +13,7 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgSounds.hpp"
#include "CfgVehicles.hpp"
class ACE_Settings {

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@ -1,77 +0,0 @@
// by commy2, esteldunedain
#include "script_component.hpp"
private ["_unit", "_magazines", "_ammos", "_repackTime", "_magazine", "_ammo", "_count", "_index", "_i", "_j", "_ammoToTransfer", "_ammoAvailable", "_ammoNeeded"];
_unit = _this select 0;
_magazines = [];
_ammos = [];
_repackTime = [];
// get all mags and ammo count
{
_magazine = _x select 0;
_ammo = _x select 1;
_count = getNumber (configfile >> "CfgMagazines" >> _magazine >> "count");
if (_ammo != _count && {_count > 1}) then { // additional checks here
if !(_magazine in _magazines) then {
_index = count _magazines;
_magazines set [_index, _magazine];
_ammos set [_index, [_ammo]];
} else {
_index = _magazines find _magazine;
_ammos set [_index, (_ammos select _index) + [_ammo]];
};
};
} forEach magazinesAmmoFull _unit;
// Remove invalid magazines
{
if (count _x < 2) then {
_magazines set [_forEachIndex, -1];
_ammos set [_forEachIndex, [-1]];
};
} forEach _ammos;
_magazines = _magazines - [-1];
_ammos = _ammos - [[-1]];
{
// Calculate actual ammo to transfer during repack
_count = getNumber (configfile >> "CfgMagazines" >> (_magazines select _forEachIndex) >> "count");
// Sort Ascending
_list = _x call BIS_fnc_sortNum;
["MagazineRepack", _list] call EFUNC(common,log);
_i = 0;
_j = count _x - 1;
_ammoToTransfer = 0;
_ammoAvailable = 0;
while {_i < _j} do {
_ammoNeeded = _count - (_list select _j);
_exit = false;
while {_i < _j && {!_exit}} do {
_ammoAvailable = _list select _i;
if (_ammoAvailable >= _ammoNeeded) then {
_list set [_i, _ammoAvailable - _ammoNeeded];
_ammoToTransfer = _ammoToTransfer + _ammoNeeded;
_exit = true;
} else {
_ammoNeeded = _ammoNeeded - _ammoAvailable;
_ammoToTransfer = _ammoToTransfer + _ammoAvailable;
_i = _i + 1;
};
};
_j = _j - 1;
};
_repackTime set [_forEachIndex, _ammoToTransfer * GVAR(TimePerAmmo) + (count _x) * GVAR(TimePerMagazine)];
} forEach _ammos;
["MagazineRepack", [_magazines, _repackTime]] call EFUNC(common,log);
[_unit, _magazines, _repackTime] call FUNC(openSelectMagazineUI);

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@ -1,106 +0,0 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_magazine", "_ammo", "_ammoCount", "_fullMagazinesCount", "_restAmmo", "_isLoaded", "_weapon", "_reloadAction", "_text", "_picture"];
_unit = ACE_player; //_this select 0;
_magazine = _this select 1;
// exit if the last magazine of this type was taken out of the backpack
if !(_magazine in magazines _unit) exitWith {};
// get current ammo count
_ammo = 0;
{
if (_x select 0 == _magazine) then {
_ammo = _ammo + (_x select 1);
};
} forEach magazinesAmmoFull _unit;
// how many rounds fit in one mag
_ammoCount = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
// calculate new vaules
_fullMagazinesCount = floor (_ammo / _ammoCount);
_restAmmo = _ammo - _fullMagazinesCount * _ammoCount;
// remove old magazines
_unit removeMagazines _magazine;
_isLoaded = false;
// reload rifle
if (_magazine in primaryWeaponMagazine _unit) then {
_weapon = primaryWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// reload pistol
if (_magazine in handgunMagazine _unit) then {
_weapon = handgunWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// reload rocket launcher (just in case ...)
if (_magazine in secondaryWeaponMagazine _unit) then {
_weapon = secondaryWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// add new magazines
for "_a" from 1 to _fullMagazinesCount do {
_unit addMagazine _magazine;
};
if (_restAmmo > 0) then {
_unit addMagazine [_magazine, _restAmmo];
};
// display text if successful
_text = format [localize "STR_ACE_MagazineRepack_RepackedMagazinesDetail", [_fullMagazinesCount, _fullMagazinesCount + 1] select _isLoaded, _restAmmo];
_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
_text = parseText format ["<img align='center' size='1.8' color='#ffffff' image='%1'/> <br/> <t align='center'>%2</t> <br/> <t align='center'>%3</t>", _picture, localize "STR_ACE_MagazineRepack_RepackedMagazines", _text];
[_text] call EFUNC(common,displayTextStructured);

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@ -0,0 +1,52 @@
/*
* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Simulates repacking a set of magazines.
* Returns the timing and magazines counts at every stage.
*
* Arguments:
* 0: Arguments [classname,lastAmmoStatus,events] <ARRAY>
* 1: Elapsed Time <NUMBER>
* 2: Total Time Repacking Will Take <NUMBER>
* 3: Error Code <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* (args from progressBar) call ace_magazinerepack_fnc_magazineRepackFinish
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_4(_args,_elapsedTime,_totalTime,_errorCode);
EXPLODE_2_PVT(_args,_magazineClassname,_lastAmmoCount);
_fullMagazineCount = getNumber (configfile >> "CfgMagazines" >> _magazineClassname >> "count");
_structuredOutputText =
if (_errorCode == 0) then {
format ["<t align='center'>%1</t><br/>", (localize "STR_ACE_MagazineRepack_RepackComplete")];
} else {
format ["<t align='center'>%1</t><br/>", (localize "STR_ACE_MagazineRepack_RepackInterrupted")];
};
_picture = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "picture");
_structuredOutputText = _structuredOutputText + format ["<img align='center' size='1.8' color='#ffffff' image='%1'/> <br/>", _picture];
_fullMags = 0;
_partialMags = 0;
{
EXPLODE_2_PVT(_x,_xClassname,_xCount);
if ((_xClassname == _magazineClassname) && {_xCount > 0}) then {
if (_xCount == _fullMagazineCount) then {
_fullMags = _fullMags + 1;
} else {
_partialMags = _partialMags + 1;
};
};
} forEach (magazinesAmmoFull ACE_player);
_structuredOutputText = _structuredOutputText + format [("<t align='center'>" + (localize "STR_ACE_MagazineRepack_RepackedMagazinesCount") + "</t>"), _fullMags, _partialMags];
[parseText _structuredOutputText] call EFUNC(common,displayTextStructured);

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@ -0,0 +1,78 @@
/*
* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Handles each frame durring the repack progressBar.
* On each event (repacked bullet or move to new mag) it plays a sound and syncs up the new magazines to the player.
*
* Arguments:
* 0: Arguments [classname,lastAmmoStatus,events] <ARRAY>
* 1: Elapsed Time <NUMBER>
* 2: Total Time Repacking Will Take <NUMBER>
*
* Return Value:
* Keep going (on missing mags return false) <BOOL>
*
* Example:
* (args from progressBar) call ace_magazinerepack_fnc_magazineRepackProgress
*
* Public: No
*/
#include "script_component.hpp"
private ["_currentAmmoCount", "_addedMagazines", "_missingAmmo", "_index", "_updateMagazinesOnPlayerFnc"];
PARAMS_3(_args,_elapsedTime,_totalTime);
EXPLODE_3_PVT(_args,_magazineClassname,_lastAmmoCount,_simEvents);
if ((count _simEvents) == 0) exitWith {ERROR("No Event"); false};
EXPLODE_3_PVT((_simEvents select 0),_nextEventTime,_nextEventIsBullet,_nextEventMags);
if (_nextEventTime > _elapsedTime) exitWith {true};//waiting on next event
//Verify we aren't missing any ammo
_currentAmmoCount = [];
{
EXPLODE_2_PVT(_x,_xClassname,_xCount);
if (_xClassname == _magazineClassname) then {
_currentAmmoCount pushBack _xCount;
};
} forEach (magazinesAmmo ACE_player); //only inventory mags
//Go through mags we currently have and check off the ones we should have
_addedMagazines = +_currentAmmoCount;
_missingAmmo = false;
{
if (_x > 0) then {
_index = _addedMagazines find _x;
if (_index != -1) then {
_addedMagazines deleteAt _index;
} else {
_missingAmmo = true;
};
};
} forEach _lastAmmoCount;
if (_missingAmmo) exitWith {false}; //something removed ammo that was being repacked (could be other players or scripts)
_updateMagazinesOnPlayerFnc = {
ACE_player removeMagazines _magazineClassname; //remove inventory magazines
{
if (_x > 0) then {
ACE_player addMagazine [_magazineClassname, _x];
};
} forEach (_addedMagazines + _nextEventMags);
_args set [1, _nextEventMags]; //store the new magazine
};
if (_nextEventIsBullet) then {
playSound QGVAR(soundRoundFinished);
if ((((count _simEvents) % 3) == 0) || {(count _simEvents) == 1}) then {
//For performance - only update mags every 3 bullets (or if it's the last event)
call _updateMagazinesOnPlayerFnc;
};
} else {
playSound QGVAR(soundMagazineFinished);
call _updateMagazinesOnPlayerFnc;
};
_simEvents deleteAt 0; //pop off the event
true;

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@ -1,40 +1,59 @@
// by commy2
/*
* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Opens the selectMenu UI to chose which magazine to repack.
* Only shows classnames that have 2+ partial magazines
*
* Arguments:
* 0: Unit (player) <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [_player] call ace_magazinerepack_fnc_openSelectMagazineUI
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_magazines", "_repackTime", "_listIDC", "_count", "_index", "_magazine", "_time", "_displayName", "_picture"];
private ["_unitMagazines", "_unitMagCounts", "_xFullMagazineCount", "_index", "_actions", "_displayName", "_picture"];
_unit = _this select 0;
_magazines = _this select 1;
_repackTime = _this select 2;
PARAMS_1(_unit);
_count = count _magazines;
_unitMagazines = [];
_unitMagCounts = [];
// get all mags and ammo count
{
EXPLODE_2_PVT(_x,_xClassname,_xCount);
_xFullMagazineCount = getNumber (configfile >> "CfgMagazines" >> _xClassname >> "count");
if ((_xCount != _xFullMagazineCount) && {_xCount > 0}) then {//for every partial magazine
_index = _unitMagazines find _xClassname;
if (_index == -1) then {
_unitMagazines pushBack _xClassname;
_unitMagCounts pushBack [_xCount];
} else {
(_unitMagCounts select _index) pushBack _xCount;
};
};
} forEach (magazinesAmmoFull _unit);
_actions = [localize "STR_ACE_MagazineRepack_SelectMagazineMenu", localize "STR_ACE_MagazineRepack_SelectMagazine"] call EFUNC(interaction,prepareSelectMenu);
for "_index" from 0 to (_count - 1) do {
_magazine = _magazines select _index;
_time = _repackTime select _index;
_displayName = getText (configFile >> "CfgMagazines" >> _magazine >> "displayName");
_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
_actions = [
_actions,
_displayName,
_picture,
[str _unit, _magazine, _time]
] call EFUNC(interaction,addSelectableItem);
};
{
if ((count (_unitMagCounts select _forEachIndex)) >= 2) then {// Ignore invalid magazines types (need 2+ partial mags to do anything)
_displayName = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
_picture = getText (configFile >> "CfgMagazines" >> _x >> "picture");
_actions = [_actions, _displayName, _picture, _x] call EFUNC(interaction,addSelectableItem);
};
} forEach _unitMagazines;
[
_actions,
{
_data = _this;
call EFUNC(interaction,hideMenu);
if (isNil "_data") exitWith {};
_data set [2, [_data select 2] call EFUNC(common,toNumber)];
[(_data select 2), _data, {(_this select 0) call FUNC(magazineRepackCallback)}, {}, (localize "STR_ACE_MagazineRepack_RepackingMagazine")] call EFUNC(common,progressBar);
[ACE_player] call EFUNC(common,goKneeling);
},
{
call EFUNC(interaction,hideMenu);
if !(profileNamespace getVariable [QGVAR(AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)};
}
_actions,
{ [_this] call FUNC(startRepackingMagazine); },
{
call EFUNC(interaction,hideMenu); //ToDo: Self Interaction Integration
if !(profileNamespace getVariable [QGVAR(AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)};
}
] call EFUNC(interaction,openSelectMenu);

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@ -0,0 +1,67 @@
/*
* Author: PabstMirror
* Simulates repacking a set of magazines.
* Returns the timing and magazines counts at every stage.
*
* Arguments:
* 0: How many rounds in a full magazine <NUMBER>
* 1: Array of rounds in magazines <ARRAY>
*
* Return Value:
* Array in format [time, isBullet, array of ammo counts] <ARRAY>
*
* Example:
* [5, [1,2,3,8]] call ace_magazinerepack_fnc_simulateRepackEvents =
* [[1.5,true,[0,2,3,9]],[3.5,false,[0,2,3,9]],[5,true,[0,1,3,10]],[7,false,[0,1,3,10]],[8.5,true,[0,0,4,10]],[10.5,false,[0,0,4,10]]]
*
* Public: No
*/
#include "script_component.hpp"
private ["_newMagFnc", "_time", "_events", "_swapAmmoFnc", "_ammoSwaped", "_lowIndex", "_highIndex", "_ammoToTransfer", "_ammoAvailable", "_ammoNeeded"];
PARAMS_2(_fullMagazineCount,_arrayOfAmmoCounts);
// Sort Ascending - Don't modify original
_arrayOfAmmoCounts = (+_arrayOfAmmoCounts) call BIS_fnc_sortNum;
_newMagFnc = {
_time = _time + GVAR(TimePerMagazine);
_events pushBack [_time, false, +_arrayOfAmmoCounts];
};
_swapAmmoFnc = {
for "_swapProgress" from 0 to (_ammoSwaped - 1) do {
_time = _time + GVAR(TimePerAmmo);
_arrayOfAmmoCounts set [_lowIndex, ((_arrayOfAmmoCounts select _lowIndex) - 1)];
_arrayOfAmmoCounts set [_highIndex, ((_arrayOfAmmoCounts select _highIndex) + 1)];
_events pushBack [_time, true, +_arrayOfAmmoCounts];
};
};
_lowIndex = 0;
_highIndex = (count _arrayOfAmmoCounts) - 1;
_ammoToTransfer = 0;
_ammoAvailable = 0;
_time = 0;
_events = [];
while {_lowIndex < _highIndex} do {
_ammoNeeded = _fullMagazineCount - (_arrayOfAmmoCounts select _highIndex);
_ammoAvailable = _arrayOfAmmoCounts select _lowIndex;
if (_ammoAvailable == 0) then {
_lowIndex = _lowIndex + 1;
call _newMagFnc;
} else {
if (_ammoNeeded == 0) then {
_highIndex = _highIndex - 1;
call _newMagFnc;
} else {
_ammoSwaped = _ammoAvailable min _ammoNeeded;
call _swapAmmoFnc;
};
};
};
_events

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@ -0,0 +1,67 @@
/*
* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Starts repacking a specific magazine classname.
* If room in inventory, unload magazine from weapon to be repacked.
* Precalcs all the event timings and starts the progressBar.
*
* Arguments:
* 0: Magazine Classname <STRING>
*
* Return Value:
* Nothing
*
* Example:
* ["30Rnd_65x39_caseless_mag"] call ace_magazinerepack_fnc_startRepackingMagazine
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_fullMagazineCount", "_startingAmmoCounts", "_simEvents", "_totalTime"];
PARAMS_1(_magazineClassname);
if (isNil "_magazineClassname" || {_magazineClassname == ""}) exitWith {ERROR("Bad Mag Classname");};
_unit = ACE_player;
[ACE_player] call EFUNC(common,goKneeling);
call EFUNC(interaction,hideMenu);//ToDo: Self Interaction Integration
// Calculate actual ammo to transfer during repack
_fullMagazineCount = getNumber (configfile >> "CfgMagazines" >> _magazineClassname >> "count");
_startingAmmoCounts = [];
{
EXPLODE_4_PVT(_x,_xClassname,_xCount,_xLoaded,_xType);
if ((_xClassname == _magazineClassname) && {(_xCount != _fullMagazineCount) && {_xCount > 0}}) then {
if (_xLoaded) then {
//Try to Remove from weapon and add to inventory, otherwise ignore
if (_unit canAdd _magazineClassname) then {
switch (_xType) do {
case (1): {_unit removePrimaryWeaponItem _magazineClassname;};
case (2): {_unit removeHandgunItem _magazineClassname;};
case (4): {_unit removeSecondaryWeaponItem _magazineClassname;};
default {ERROR("Loaded Location Invalid");};
};
_unit addMagazine [_magazineClassname, _xCount];
_startingAmmoCounts pushBack _xCount;
};
} else {
_startingAmmoCounts pushBack _xCount;
};
};
} forEach (magazinesAmmoFull _unit);
if ((count _startingAmmoCounts) < 2) exitwith {ERROR("Not Enough Mags to Repack");};
_simEvents = [_fullMagazineCount, _startingAmmoCounts] call FUNC(simulateRepackEvents);
_totalTime = (_simEvents select ((count _simEvents) - 1) select 0);
[
_totalTime,
[_magazineClassname, _startingAmmoCounts, _simEvents],
{_this call FUNC(magazineRepackFinish)},
{_this call FUNC(magazineRepackFinish)},
(localize "STR_ACE_MagazineRepack_RepackingMagazine"),
{_this call FUNC(magazineRepackProgress)}
] call EFUNC(common,progressBar);

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-17 -->
<!-- Edited with tabler - 2015-02-08 -->
<Project name="ACE">
<Package name="MagazineRepack">
<Key ID="STR_ACE_MagazineRepack_RepackMagazines">
@ -74,5 +74,20 @@
<Hungarian>%1 tejles tár és %2 extra lőszer.</Hungarian>
<Russian>%1 полных магазина(ов) и %2 патрона(ов)</Russian>
</Key>
<Key ID="STR_ACE_MagazineRepack_RepackComplete">
<English>Repacking Finished</English>
<German>Wiederverpacken Fertig</German>
<Spanish>Reembalaje Finalizado</Spanish>
</Key>
<Key ID="STR_ACE_MagazineRepack_RepackInterrupted">
<English>Repacking Interrupted</English>
<German>Umpacken Unterbrochen</German>
<Spanish>Reempaque Interrupted</Spanish>
</Key>
<Key ID="STR_ACE_MagazineRepack_RepackedMagazinesCount">
<English>%1 Full and %2 Partial</English>
<German>%1 Vollständigen und %2 Teilweisen</German>
<Spanish>%1 Total y %2 Parcial</Spanish>
</Key>
</Package>
</Project>