House UserAction Prototype

This commit is contained in:
PabstMirror 2015-04-13 22:19:38 -05:00
parent f422d1059a
commit fda4f60a9e
3 changed files with 123 additions and 0 deletions

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@ -6,6 +6,9 @@ if (!hasInterface) exitWith {};
// Install the render EH on the main display
addMissionEventHandler ["Draw3D", DFUNC(render)];
//Add Actions to Houses:
["interactMenuOpened", {_this call FUNC(addHouseActions)}] call EFUNC(common,addEventHandler);
// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.
[] spawn {

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@ -4,6 +4,7 @@ ADDON = false;
PREP(addActionToClass);
PREP(addActionToObject);
PREP(addHouseActions);
PREP(compileMenu);
PREP(compileMenuSelfAction);
PREP(collectActiveActionTree);

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@ -0,0 +1,119 @@
/*
* Author: PabstMirror
* When interact_menu starts rendering (from "interact_keyDown" event)
*
* Arguments:
* Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* [0] call ace_logistics_wirecutter_fnc_interactEH
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_interactionType);
//Ignore self-interaction menu
if (_interactionType != 0) exitWith {};
//for performance only do stuff it they have a wirecutter item
//(if they somehow get one durring keydown they'll just have to reopen)
// if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
systemChat "starting";
[{
private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper"];
PARAMS_2(_args,_pfID);
EXPLODE_3_PVT(_args,_setPosition,_addedHelpers,_housesScaned);
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) < 5) exitWith {};
_fncStatement = {
PARAMS_3(_dummyTarget,_player,_attachedFence);
[_player, _attachedFence] call FUNC(cutDownFence);
};
_fncCondition = {
PARAMS_3(_dummyTarget,_player,_attachedFence);
((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items _player))})
};
{
_theHouse = _x;
if (!(_theHouse in _housesScaned)) then {
_housesScaned pushBack _x;
if ((typeOf _theHouse) != "") then {
_configPath = (configFile >> "CfgVehicles" >> (typeOf _theHouse));
if (isClass (_configPath >> "UserActions")) then {
_houseHelpers = [];
systemChat format ["Looking At %1 [%2]", _theHouse, (typeOf _theHouse)];
{
_displayName = getText (_x >> "displayName");
_position = getText (_x >> "position");
_condition = getText (_x >> "condition");
_statement = getText (_x >> "statement");
_helperObject = objNull;
_actionOffset = [0,0,0];
{
EXPLODE_3_PVT(_x,_memPoint,_object,_count);
if (_memPoint == _position) exitWith {
_helperObject = _object;
_offset = [0,0,(_count * 0.1)];
_x set [2, (_count + 1)];
};
} forEach _houseHelpers;
if (isNull _helperObject) then {
_helperObject = "Sign_Sphere25cm_F" createVehicleLocal (getpos _theHouse);
_houseHelpers pushBack [_position, _helperObject, 1];
_helperPos = _theHouse modelToWorld (_theHouse selectionPosition _position);
//double check ASL/ATL bullshit
_helperObject setPos _helperPos;
_helperObject hideObject true;
_addedHelpers pushBack _helperObject;
diag_log text format ["Making New Helper %1", [_helperObject, _helperPos, _theHouse]];
};
_fncStatement = {
PARAMS_3(_target,_player,_variable);
EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
this = _theHouse; //this feels dirty
call _statement;
};
_fncCondition = {
PARAMS_3(_target,_player,_variable);
EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
this = _theHouse; //this feels dirty
call _condition;
};
_variable = [_theHouse, compile _statement, compile _condition];
_action = [(configName _x), _displayName, "", _fncStatement, _fncCondition, {}, _variable, _actionOffset, 5] call EFUNC(interact_menu,createAction);
[_helperObject, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
} foreach configproperties [(_configPath >> "UserActions")];
};
};
};
} forEach nearestObjects [ace_player, ["Static"], 25];
_args set [0, (getPosASL ace_player)];
};
}, 0.1, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], []]] call CBA_fnc_addPerFrameHandler;