#include "..\script_component.hpp" /* * Author: NouberNou and esteldunedain * Compile the self action menu from config for an object's class * * Arguments: * 0: Object or class name or * * Return Value: * None * * Example: * [bob] call ACE_interact_menu_fnc_compileMenuSelfAction * * Public: No */ params ["_target"]; private _objectType = if (_target isEqualType objNull) then { typeOf _target } else { _target call EFUNC(common,getConfigName) }; // Exit if the action menu is already compiled for this class if (_objectType in GVAR(actSelfNamespace)) exitWith {}; private _recurseFnc = { params ["_actionsCfg"]; private _actions = []; { private _entryCfg = _x; if (isClass _entryCfg) then { private _displayName = getText (_entryCfg >> "displayName"); private _icon = if (isArray (_entryCfg >> "icon")) then { getArray (_entryCfg >> "icon"); } else { [getText (_entryCfg >> "icon"), "#FFFFFF"]; }; private _statement = compile (getText (_entryCfg >> "statement")); private _condition = getText (_entryCfg >> "condition"); // Add canInteract (including exceptions) and canInteractWith to condition private _canInteractCondition = format [QUOTE([ARR_3(ACE_player,_target,%1)] call EFUNC(common,canInteractWith)), getArray (_entryCfg >> "exceptions")]; private _conditionFormatPattern = ["%1 && {%2}", "%2"] select (_condition isEqualTo "" || {_condition == "true"}); _condition = compile format [_conditionFormatPattern, _condition, _canInteractCondition]; private _insertChildren = compile (getText (_entryCfg >> "insertChildren")); private _modifierFunction = compile (getText (_entryCfg >> "modifierFunction")); private _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0; private _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0; private _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0; private _runOnHover = true; if (isText (_entryCfg >> "runOnHover")) then { _runOnHover = compile getText (_entryCfg >> "runOnHover"); } else { _runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0; }; private _children = [_entryCfg] call _recurseFnc; private _entry = [ [ configName _entryCfg, _displayName, _icon, _statement, _condition, _insertChildren, [], [0,0,0], 10, //distace [_showDisabled,_enableInside,_canCollapse,_runOnHover, true], _modifierFunction ], _children ]; _actions pushBack _entry; }; } forEach (configProperties [_actionsCfg, "isClass _x", true]); _actions }; private _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions"; private _baseDisplayName = ""; private _baseIcon = ""; if (_objectType isKindOf "CAManBase") then { _baseDisplayName = localize LSTRING(SelfActionsRoot); _baseIcon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa"; } else { _baseDisplayName = getText (configFile >> "CfgVehicles" >> _objectType >> "displayName"); //Alt would be to just use a static text, if veh names end up being too long: // _baseDisplayName = localize LSTRING(VehicleActionsRoot); //Pull the icon from the vehicle's config: _baseIcon = getText (configFile >> "CfgVehicles" >> _objectType >> "Icon"); //icon could be a CfgVehicleIcons if isText (configFile >> "CfgVehicleIcons" >> _baseIcon) then { _baseIcon = getText (configFile >> "CfgVehicleIcons" >> _baseIcon); }; }; TRACE_1("Building ACE_SelfActions",_objectType); // Create a master action to base on self action private _actions = [ [ [ "ACE_SelfActions", _baseDisplayName, _baseIcon, { // Dummy statement so it's not collapsed when there's no available actions true }, {[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotHandcuffed", "isNotSitting", "isNotOnLadder", "isNotRefueling"]] call EFUNC(common,canInteractWith)}, {}, {}, "Spine3", 10, [false,true,false,false,false] ], [_actionsCfg] call _recurseFnc ] ]; GVAR(ActSelfNamespace) set [_objectType, _actions];