#include "..\script_component.hpp" /* * Author: PabstMirror * Interaction menu opened, search for nearby artillery vehicles. * * Arguments: * 0: Menu Type (1 is self interaction) * * Return Value: * Can Open * * Example: * [1] call ace_artillerytables_fnc_interactMenuOpened * * Public: No */ params ["_menuType"]; TRACE_1("interactMenuOpened",_menuType); if (_menuType != 1) exitWith {}; if !("ACE_artilleryTable" in (ace_player call EFUNC(common,uniqueItems))) exitWith {}; private _vehicleAdded = ace_player getVariable [QGVAR(vehiclesAdded), []]; private _rangeTablesShown = ace_player getVariable [QGVAR(rangeTablesShown), []]; TRACE_2("searching for new vehicles",_vehicleAdded,_rangeTablesShown); { private _vehicleCfg = configOf _x; // config "ace_artillerytables_showRangetable" [0 disabled, 1 enabled] falls back to artilleryScanner private _showRangetable = if (isNumber (_vehicleCfg >> QGVAR(showRangetable))) then { getNumber (_vehicleCfg >> QGVAR(showRangetable)) } else { getNumber (_vehicleCfg >> "artilleryScanner") }; if ((_showRangetable == 1) && {!(_x in _vehicleAdded)}) then { private _vehicle = _x; private _turret = []; private _turretCfg = configNull; // find turret with artillery, will be one with primaryGunner = 1 (e.g. RHS PRP-3) { private _xTurretCfg = [_vehicleCfg, _x] call CBA_fnc_getTurret; if ((getNumber (_xTurretCfg >> "primaryGunner")) == 1) exitWith { _turret = _x; _turretCfg = _xTurretCfg; }; } forEach allTurrets _vehicle; TRACE_3("",_vehicle,configName _vehicleCfg,_turret); if (isNull _turretCfg) exitWith { ERROR_1("no primaryGunner %1",configName _vehicleCfg); }; if ((count _turret) != 1) then { WARNING_2("sub turret %1-%2",configName _vehicleCfg,_turret); }; private _weaponsTurret = _vehicle weaponsTurret _turret; if ((count _weaponsTurret) != 1) exitWith { WARNING_1("multiple weapons - %1",configName _vehicleCfg); }; private _weapon = _weaponsTurret select 0; private _turretAnimBody = getText (_turretCfg >> "animationSourceBody"); private _turretAnimGun = getText (_turretCfg >> "animationSourceGun"); // For artillery with detached camera (I_Truck_02_MRL_F) need to use animationSourcePhase // But that command won't always work, so fallback to animationPhase private _currentElevRad = _vehicle animationSourcePhase _turretAnimGun; if (isNil "_currentElevRad") then { _currentElevRad = _vehicle animationPhase _turretAnimGun; }; private _currentTraverseRad = _vehicle animationSourcePhase _turretAnimBody; if (isNil "_currentTraverseRad") then { _currentTraverseRad = _vehicle animationPhase _turretAnimBody; }; // Some turrets (MK6) have a neutralX rotation that we need to add to min/max config elevation to get actual limits private _weaponDir = _vehicle weaponDirection _weapon; private _turretRot = [vectorDir _vehicle, vectorUp _vehicle, deg _currentTraverseRad] call CBA_fnc_vectRotate3D; private _neutralX = (acos ((_turretRot vectorCos _weaponDir) min 1)) - (deg _currentElevRad); // vectorCos can return values outside of -1..1 _neutralX = (round (_neutralX * 10)) / 10; // minimize floating point errors private _minElev = _neutralX + getNumber (_turretCfg >> "minElev"); private _maxElev = _neutralX + getNumber (_turretCfg >> "maxElev"); private _applyCorrections = if (isNumber (_vehicleCfg >> QGVAR(applyCorrections))) then { getNumber (_vehicleCfg >> QGVAR(applyCorrections)) } else { getNumber (_vehicleCfg >> "artilleryScanner") }; private _advCorrection = GVAR(advancedCorrections) && {_applyCorrections == 1}; if ((missionNamespace getVariable [QEGVAR(mk6Mortar,airResistanceEnabled), false]) && {_vehicle isKindOf "Mortar_01_base_F"}) then { _advCorrection = true; }; // check weapon and limits in case different vehicles use the same weapon (cammo variants should still produce the same array) private _info = [_weapon, _minElev, _maxElev, _advCorrection]; _vehicleAdded pushBack _vehicle; ace_player setVariable [QGVAR(vehiclesAdded), _vehicleAdded]; private _index = _rangeTablesShown pushBackUnique _info; TRACE_2("",_info,_index); if (_index != -1) then { private _statement = { params ["", "", "_info"]; TRACE_1("interaction statement",_info); [FUNC(rangeTableOpen), _info] call CBA_fnc_execNextFrame; // delay a frame because of interaction menu closing dialogs }; private _condition = { //IGNORE_PRIVATE_WARNING ["_player"]; ("ACE_artilleryTable" in (_player call EFUNC(common,uniqueItems))) && {[_player, objNull, ["notOnMap", "isNotSitting", "isNotInside"]] call EFUNC(common,canInteractWith)} }; private _displayName = format ["%1%2", getText (_vehicleCfg >> "displayName"),["","*"] select _advCorrection]; private _action = [format ['QGVAR(%1)',_index], _displayName, QPATHTOF(UI\icon_rangeTable.paa), _statement, _condition, {}, _info] call EFUNC(interact_menu,createAction); [ace_player, 1, ["ACE_SelfActions", "ACE_Equipment"], _action] call EFUNC(interact_menu,addActionToObject); TRACE_1("added action",_displayName); ace_player setVariable [QGVAR(rangeTablesShown), _rangeTablesShown]; }; }; } forEach (nearestObjects [ace_player, ["LandVehicle"], 25]);