Separate assembly mod and ammo handling more

They aren't entirely separate. If you enable advanced assembly, you need ammo handling to be enabled.
This commit is contained in:
johnb432 2024-04-02 15:21:28 +02:00
parent 7f16ba8961
commit fa8161bc03
7 changed files with 45 additions and 37 deletions

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@ -4,6 +4,24 @@ GVAR(vehicleMagCache) = createHashMap;
["CBA_settingsInitialized", { ["CBA_settingsInitialized", {
TRACE_3("settingsInit",GVAR(defaultAssemblyMode),GVAR(handleExtraMagazines),GVAR(ammoHandling)); TRACE_3("settingsInit",GVAR(defaultAssemblyMode),GVAR(handleExtraMagazines),GVAR(ammoHandling));
// Do not allow no ammo handling when advanced assembly is enabled
if (GVAR(defaultAssemblyMode) && GVAR(ammoHandling) == 0) then {
if (isServer) then {
[QGVAR(ammoHandling), 2, 2, "server"] call CBA_settings_fnc_set;
};
// Notify everyone about change
[QEGVAR(common,displayTextStructured), [composeText [
lineBreak,
parseText format [
"<t align='center'>%1</t>", format ["%1 requires %2 to be set higher than 0.", QGVAR(defaultAssemblyMode), QGVAR(ammoHandling)]
],
lineBreak,
parseText format ["<t align='center'>%1</t>", "No mission restart is required."]
], 4]] call CBA_fnc_localEvent;
};
["StaticWeapon", "Init", { ["StaticWeapon", "Init", {
// needs a small delay for network syncing, or we end up with duplicate mags with ammo handling // needs a small delay for network syncing, or we end up with duplicate mags with ammo handling
[LINKFUNC(initVehicle), _this, 1] call CBA_fnc_waitAndExecute; [LINKFUNC(initVehicle), _this, 1] call CBA_fnc_waitAndExecute;

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@ -21,8 +21,7 @@ params ["_vehicle", ["_targetTurret", true, [[], true]]];
private _return = [[], []]; private _return = [[], []];
if !(_vehicle isKindOf "StaticWeapon") exitWith {_return}; // limit to statics for now if !(_vehicle isKindOf "StaticWeapon") exitWith {_return}; // limit to statics for now
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default] if (GVAR(ammoHandling) == 0) exitWith {_return};
if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]))}) exitWith {_return};
private _turretMagsCSW = _return select 0; private _turretMagsCSW = _return select 0;
private _allCarryMags = _return select 1; private _allCarryMags = _return select 1;

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@ -17,9 +17,7 @@
params ["_staticWeapon"]; params ["_staticWeapon"];
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 3]);
private _notCrewed = (crew _staticWeapon) isEqualTo []; private _notCrewed = (crew _staticWeapon) isEqualTo [];
private _deadCrew = !(alive (gunner _staticWeapon)); // need to eject body??? private _deadCrew = !(alive (gunner _staticWeapon)); // need to eject body???
_assemblyMode && {_notCrewed || _deadCrew} GVAR(defaultAssemblyMode) && {_notCrewed || _deadCrew}

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@ -34,12 +34,11 @@
// Create a tripod // Create a tripod
private _cswTripod = createVehicle [_tripodClassname, [0, 0, 0], [], 0, "NONE"]; private _cswTripod = createVehicle [_tripodClassname, [0, 0, 0], [], 0, "NONE"];
// Because the tripod can be a "full weapon" we disable any data that will allow it to be loaded _cswTripod setVariable [QGVAR(assembled), true, true];
_cswTripod setVariable [QGVAR(assemblyMode), 2, true]; // Explicitly set enabled&unload assembly mode and broadcast
if (_secondaryWeaponMagazine isNotEqualTo "") then { if (_secondaryWeaponMagazine isNotEqualTo "") then {
_cswTripod setVariable [QGVAR(secondaryWeaponMagazine), _secondaryWeaponMagazine]; _cswTripod setVariable [QGVAR(secondaryWeaponMagazine), _secondaryWeaponMagazine];
}; };
if (!GVAR(defaultAssemblyMode)) then { if (GVAR(defaultAssemblyMode)) then {
[_cswTripod, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); [_cswTripod, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
}; };

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@ -43,9 +43,8 @@
[{ [{
params ["_assembledClassname", "_tripodDir", "_tripodPos"]; params ["_assembledClassname", "_tripodDir", "_tripodPos"];
private _csw = createVehicle [_assembledClassname, [0, 0, 0], [], 0, "NONE"]; private _csw = createVehicle [_assembledClassname, [0, 0, 0], [], 0, "NONE"];
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default] _csw setVariable [QGVAR(assembled), true, true];
_csw setVariable [QGVAR(assemblyMode), 2, true]; // Explicitly set advanced assembly mode + unload, and broadcast if (GVAR(defaultAssemblyMode)) then {
if (!GVAR(defaultAssemblyMode)) then {
[_csw, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); [_csw, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
}; };
_csw setDir _tripodDir; _csw setDir _tripodDir;

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@ -35,31 +35,29 @@ if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
TRACE_2("",local _vehicle,_vehicle turretLocal [0]); TRACE_2("",local _vehicle,_vehicle turretLocal [0]);
if (_configEnabled && {_vehicle turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon if (_configEnabled && {_vehicle turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
[{ TRACE_2("turretLocal",_vehicle,GVAR(defaultAssemblyMode));
params ["_vehicle"];
if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); }; // If the weapon was assembled by players, remove all magazines that spawn with the weapon
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default] private _emptyWeapon = _csw getVariable [QGVAR(assembled), false];
private _assemblyModeIndex = _vehicle getVariable [QGVAR(assemblyMode), 3];
private _emptyWeapon = _assemblyModeIndex isEqualTo 2; [_vehicle, [0], GVAR(defaultAssemblyMode), _emptyWeapon] call FUNC(proxyWeapon);
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
TRACE_2("turretLocal",_vehicle,_assemblyMode); // If magazine handling is disabled, do not unload magazines
[_vehicle, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon); if (GVAR(ammoHandling) == 0) exitWith {};
[_vehicle, _assemblyMode, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly [_vehicle, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
}; };
if (_assemblyConfig) then { if (_assemblyConfig) then {
[{ TRACE_2("assemblyConfig present",_vehicle,GVAR(defaultAssemblyMode));
params ["_vehicle"]; if (GVAR(defaultAssemblyMode)) then { // Disable vanilla assembly if assemblyMode enabled
if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); }; [_vehicle, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]); };
TRACE_2("assemblyConfig present",_vehicle,_assemblyMode);
if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode enabled
[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
};
}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
}; };
// If magazine handling is disabled, don't enable ammo handling
if (GVAR(ammoHandling) == 0) exitWith {};
// Add interactions for players // Add interactions for players
if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then { if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
GVAR(initializedStaticTypes) pushBack _typeOf; GVAR(initializedStaticTypes) pushBack _typeOf;
@ -74,8 +72,6 @@ if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
private _ammoActionPath = []; private _ammoActionPath = [];
private _magazineLocation = getText (_configOf >> QUOTE(ADDON) >> "magazineLocation"); private _magazineLocation = getText (_configOf >> QUOTE(ADDON) >> "magazineLocation");
private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"]; private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_target getVariable [QGVAR(assemblyMode), 3]))}) exitWith { false };
[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith) [_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
}; };
private _childenCode = { private _childenCode = {

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@ -5,7 +5,7 @@
* *
* Arguments: * Arguments:
* 0: Weapon <OBJECT> * 0: Weapon <OBJECT>
* 1: Using advanced assembly <BOOL> * 1: Empty the weapon? <BOOL>
* *
* Return Value: * Return Value:
* None * None
@ -16,9 +16,8 @@
* Public: No * Public: No
*/ */
params ["_staticWeapon", "_assemblyMode", "_emptyWeapon"]; params ["_staticWeapon", "_emptyWeapon"];
TRACE_3("staticWeaponInit_unloadExtraMags",_staticWeapon,_assemblyMode,_emptyWeapon); TRACE_2("staticWeaponInit_unloadExtraMags",_staticWeapon,_emptyWeapon);
if (!_assemblyMode) exitWith {};
private _desiredAmmo = getNumber (configOf _staticWeapon >> QUOTE(ADDON) >> "desiredAmmo"); private _desiredAmmo = getNumber (configOf _staticWeapon >> QUOTE(ADDON) >> "desiredAmmo");
private _storeExtraMagazines = GVAR(handleExtraMagazines); private _storeExtraMagazines = GVAR(handleExtraMagazines);