#include "script_component.hpp" /* * Author: Glowbal * Check if the repair action can be performed. * * Arguments: * 0: Unit that does the repairing * 1: Vehicle to repair * 2: Selected hitpoint or hitpointIndex or * 3: Repair Action Classname * * Return Value: * Can Repair * * Example: * [player, car, "HitHull", "MiscRepair"] call ace_repair_fnc_canRepair * * Public: Yes */ params ["_caller", "_target", "_hitPoint", "_className"]; TRACE_4("params",_caller,_target,_hitPoint,_className); private _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className); if !(isClass _config) exitWith {false}; // or go for a default? // if(isEngineOn _target) exitWith {false}; // Ignore here so action shows, then exit and show warning when selected #3348 private _engineerRequired = if (isNumber (_config >> "requiredEngineer")) then { getNumber (_config >> "requiredEngineer"); } else { // Check for required class if (isText (_config >> "requiredEngineer")) exitWith { missionNamespace getVariable [(getText (_config >> "requiredEngineer")), 0]; }; 0; }; if !([_caller, _engineerRequired] call FUNC(isEngineer)) exitWith {false}; // Items can be an array of required items or a string to a missionNamespace variable private _items = if (isArray (_config >> "items")) then { getArray (_config >> "items"); } else { missionNamespace getVariable [getText (_config >> "items"), []] }; if (count _items > 0 && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false}; private _return = true; if (getText (_config >> "condition") != "") then { private _condition = getText (_config >> "condition"); if (isNil _condition) then { _condition = compile _condition; } else { _condition = missionNamespace getVariable _condition; }; if (_condition isEqualType false) then { _return = _condition; } else { _return = [_caller, _target, _hitPoint, _className] call _condition; }; }; if (!_return) exitWith {false}; // private _vehicleStateCondition = if (isText(_config >> "vehicleStateCondition")) then { // missionNamespace getVariable [getText(_config >> "vehicleStateCondition"), 0] // } else { // getNumber(_config >> "vehicleStateCondition") // }; // if (_vehicleStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitWith {false}; private _repairLocations = getArray (_config >> "repairLocations"); if (!("All" in _repairLocations)) then { private _repairFacility = {([_caller] call FUNC(isInRepairFacility)) || ([_target] call FUNC(isInRepairFacility))}; private _repairVeh = {([_caller] call FUNC(isNearRepairVehicle)) || ([_target] call FUNC(isNearRepairVehicle))}; { if (_x == "field") exitWith {_return = true;}; if (_x == "RepairFacility" && _repairFacility) exitWith {_return = true;}; if (_x == "RepairVehicle" && _repairVeh) exitWith {_return = true;}; if !(isNil _x) exitWith { private _val = missionNamespace getVariable _x; if (_val isEqualType 0) then { _return = switch (_val) do { case 0: {true}; //useAnywhere case 1: {call _repairVeh}; //repairVehicleOnly case 2: {call _repairFacility}; //repairFacilityOnly case 3: {(call _repairFacility) || {call _repairVeh}}; //vehicleAndFacility default {false}; //Disabled }; }; }; } forEach _repairLocations; }; if (!_return) exitWith {false}; //Check that there are required objects nearby private _requiredObjects = getArray (_config >> "claimObjects"); if (!(_requiredObjects isEqualTo [])) then { private _objectsAvailable = [_caller, 5, _requiredObjects] call FUNC(getClaimObjects); if (_objectsAvailable isEqualTo []) then { TRACE_2("Missing Required Objects",_requiredObjects,_objectsAvailable); _return = false }; }; _return && {alive _target};