#include "script_component.hpp" /* * Author: commy2, SilentSpike * Checks if the vehicles class already has the actions initialized, otherwise add all available repair options. Calleed from init EH. * * Arguments: * 0: Vehicle * * Return Value: * None * * Example: * [vehicle] call ace_repair_fnc_addRepairActions * * Public: No */ if (!hasInterface) exitWith {}; params ["_vehicle"]; private _type = typeOf _vehicle; TRACE_2("addRepairActions", _vehicle,_type); // do nothing if the class is already initialized private _initializedClasses = GETMVAR(GVAR(initializedClasses),[]); if (_type in _initializedClasses) exitWith {}; // get all hitpoints and selections (getAllHitPointsDamage _vehicle) params [["_hitPoints", []], ["_hitSelections", []]]; // Since 1.82 these are all lower case // get hitpoints of wheels with their selections ([_vehicle] call FUNC(getWheelHitPointsWithSelections)) params ["_wheelHitPoints", "_wheelHitSelections"]; private _hitPointsAddedNames = []; private _hitPointsAddedStrings = []; private _hitPointsAddedAmount = []; private _processedSelections = []; private _icon = ["a3\ui_f\data\igui\cfg\actions\repair_ca.paa", "#FFFFFF"]; private _vehCfg = configFile >> "CfgVehicles" >> _type; // Custom position can be defined via config for associated hitpoint private _hitpointPositions = getArray (_vehCfg >> QGVAR(hitpointPositions)); // Associated hitpoints can be grouped via config to produce a single repair action private _hitpointGroups = getArray (_vehCfg >> QGVAR(hitpointGroups)); // Get turret paths private _turretPaths = ((fullCrew [_vehicle, "gunner", true]) + (fullCrew [_vehicle, "commander", true])) apply {_x # 3}; { private _selection = _x; private _hitpoint = toLower (_hitPoints select _forEachIndex); if (_selection in _wheelHitSelections) then { // Wheels should always be unique if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Wheel",_hitpoint,_forEachIndex,_selection);}; private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection]; TRACE_3("Adding Wheel Actions",_hitpoint,_forEachIndex,_selection); // An action to remove the wheel is required private _name = format ["Remove_%1_%2", _forEachIndex, _hitpoint]; private _text = localize LSTRING(RemoveWheel); private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(canRepair)}; private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(repair)}; private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2, nil, FUNC(modifySelectionInteraction)] call EFUNC(interact_menu,createAction); [_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass); // An action to replace the wheel is required _name = format ["Replace_%1_%2", _forEachIndex, _hitpoint]; _text = localize LSTRING(ReplaceWheel); _condition = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(canRepair)}; _statement = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(repair)}; _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2] call EFUNC(interact_menu,createAction); [_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass); _processedSelections pushBack _selection; } else { // Empty hitpoints don't contain enough information if (_hitpoint isEqualTo "") exitWith { TRACE_3("Skipping Empty Hit",_hitpoint,_forEachIndex,_selection); }; // Ignore glass hitpoints if ((_hitpoint find "glass") != -1) exitWith { TRACE_3("Skipping Glass",_hitpoint,_forEachIndex,_selection); }; // Ignore hitpoints starting with # (seems to be lights) if ((_hitpoint select [0,1]) == "#") exitWith { TRACE_3("Skipping # hit",_hitpoint,_forEachIndex,_selection); }; // Ignore ERA/Slat armor (vanilla uses hitera_/hitslat_, pre-1.82 RHS uses era_) // ToDo: see how community utilizes new armor system, could also check getText (_hitpointConfig >> "simulation") if (((_hitpoint select [0,7]) == "hitera_") || {(_hitpoint select [0,8]) == "hitslat_"} || {(_hitpoint select [0,4]) == "era_"}) exitWith { TRACE_3("Skipping ERA/SLAT",_hitpoint,_forEachIndex,_selection); }; // Some hitpoints do not have a selection but do have an armorComponent value (seems to mainly be RHS) // Ref https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement // this code won't support identically named hitpoints (e.g. commander turret: Duplicate HitPoint name 'HitTurret') private _armorComponent = ""; if (_selection == "") then { { private _turretHitpointCfg = ([_vehCfg, _x] call CBA_fnc_getTurret) >> "HitPoints"; private _hitpointsCfg = "configName _x == _hitpoint" configClasses _turretHitpointCfg; if (!(_hitpointsCfg isEqualTo [])) exitWith { TRACE_2("turret hitpoint configFound",_hitpoint,_x); // only do turret hitpoints for now or we get some weird stuff if ((_hitpoint in ["hitturret", "hitgun"]) || {(getNumber (_hitpointsCfg # 0 >> "isGun")) == 1} || {(getNumber (_hitpointsCfg # 0 >> "isTurret")) == 1}) then { _armorComponent = getText (_hitpointsCfg # 0 >> "armorComponent"); }; }; } forEach _turretPaths; if (_armorComponent != "") then { INFO_3("%1: %2 no selection: using armorComponent %3",_type,_hitpoint,_armorComponent); }; }; if ((_selection == "") && {_armorComponent == ""}) exitWith { TRACE_3("Skipping no selection OR armor component",_hitpoint,_forEachIndex,_selection); }; //Depends hitpoints shouldn't be modified directly (will be normalized) // Biki: Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a "0" value. if (!((getText (_vehCfg >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith { TRACE_3("Skip Depends",_hitpoint,_forEachIndex,_selection); }; private _childHitPoint = false; { { if (_hitpoint == _x) exitWith { _childHitPoint = true; }; } forEach (_x select 1); } forEach _hitpointGroups; // If the current selection is associated with a child hitpoint, then skip if (_childHitPoint) exitWith { TRACE_3("childHitpoint",_hitpoint,_forEachIndex,_selection); }; // Find the action position private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection]; { _x params ["_hit", "_pos"]; if (_hitpoint == _hit) exitWith { if (_pos isEqualType []) exitWith { _position = _pos; // Position in model space }; if (_pos isEqualType "") exitWith { _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _pos]; }; ERROR_3("Invalid custom position %1 of hitpoint %2 in vehicle %3.",_position,_hitpoint,_type); }; } forEach _hitpointPositions; // if no selection then use the FireLOD to position the action if ((_selection == "") && {_position isEqualTo {_target selectionPosition ['', 'HitPoints'];}}) then { if ((_vehicle selectionPosition [_armorComponent, "FireGeometry"]) isEqualTo [0,0,0]) then { WARNING_3("[%1: %2: %3] armorComponent does not exist?",_type,_hitpoint,_armorComponent); _position = [0,0,0]; // just stick it on mainActions } else { _position = compile format ["_target selectionPosition ['%1', 'FireGeometry'];", _armorComponent]; }; TRACE_1("using armorComponent position",_position); }; // Prepare the repair action private _name = format ["Repair_%1_%2", _forEachIndex, _selection]; // Find localized string and track those added for numerization ([_hitpoint, "%1", _hitpoint, [_hitPointsAddedNames, _hitPointsAddedStrings, _hitPointsAddedAmount]] call FUNC(getHitPointString)) params ["_text", "_trackArray"]; _hitPointsAddedNames = _trackArray select 0; _hitPointsAddedStrings = _trackArray select 1; _hitPointsAddedAmount = _trackArray select 2; if (_hitpoint in TRACK_HITPOINTS) then { // Tracks should always be unique if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Track",_hitpoint,_forEachIndex,_selection);}; _position = compile format ["private _return = _target selectionPosition ['%1', 'HitPoints']; _return set [1, 0]; _return", _selection]; TRACE_4("Adding RepairTrack",_hitpoint,_forEachIndex,_selection,_text); private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(canRepair)}; private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(repair)}; private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 4] call EFUNC(interact_menu,createAction); [_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass); } else { TRACE_4("Adding MiscRepair",_hitpoint,_forEachIndex,_selection,_text); private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(canRepair)}; private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(repair)}; private _action = [_name, _text, _icon, _statement, _condition, {}, [_forEachIndex], _position, 5] call EFUNC(interact_menu,createAction); // Put inside main actions if no other position was found above if (_position isEqualTo [0,0,0]) then { [_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass); } else { [_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass); }; }; _processedSelections pushBack _selection; }; } forEach _hitSelections; private _condition = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(canRepair)}; private _statement = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(repair)}; private _action = [QGVAR(fullRepair), localize LSTRING(fullRepair), _icon, _statement, _condition, {}, [], "", 4] call EFUNC(interact_menu,createAction); [_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass); // set class as initialized _initializedClasses pushBack _type; SETMVAR(GVAR(initializedClasses),_initializedClasses);