/* * Author: Glowbal, KoffeinFlummi * Starts the repair process * * Arguments: * 0: The engineer * 1: The patient * 2: SelectionName * 3: repair classname * * Return Value: * Succesful repair started * * Public: Yes */ #include "script_component.hpp" params ["_caller", "_target", "_hitPoint", "_className"]; TRACE_4("params",_calller,_target,_hitPoint,_className); private ["_config", "_engineerRequired", "_items", "_locations", "_return", "_condition", "_vehicleStateCondition"]; _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className); if !(isClass _config) exitwith {false}; // or go for a default? _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 = getArray (_config >> "items"); if (count _items > 0 && {!([_caller, _items] call FUNC(hasItems))}) exitwith {false}; _return = true; if (getText (_config >> "condition") != "") then { _condition = getText (_config >> "condition"); if (isnil _condition) then { _condition = compile _condition; } else { _condition = missionNamespace getvariable _condition; }; if (typeName _condition == "BOOL") then { _return = _condition; } else { _return = [_caller, _target, _hitPoint, _className] call _condition; }; }; if (!_return) exitwith {false}; _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}; _locations = getArray (_config >> "repairLocations"); if ("All" in _locations) exitwith {true}; private ["_repairFacility", "_repairVeh"]; _repairFacility = {([_caller] call FUNC(isInRepairFacility)) || ([_target] call FUNC(isInRepairFacility))}; _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"; _val = missionNamespace getvariable _x; if (typeName _val == "SCALAR") then { _return = switch (_val) do { case 0: {true}; case 1: _repairVeh; case 2: _repairFacility; case 3: {call _repairFacility || call _repairVeh}; }; _return = call _return; }; }; } forEach _locations; if !(_return && alive _target && {_target getHitPointDamage _hitPoint > ([_unit] call FUNC(getPostRepairDamage))}) exitwith {false}; _consumeItems = if (isNumber (_config >> "itemConsumed")) then { getNumber (_config >> "itemConsumed"); } else { // Check for required class if (isText (_config >> "itemConsumed")) exitwith { missionNamespace getvariable [(getText (_config >> "itemConsumed")), 0]; }; 0; }; _usersOfItems = []; if (_consumeItems > 0) then { _usersOfItems = ([_caller, _target, _items] call FUNC(useItems)) select 1; }; // Parse the config for the progress callback _callbackProgress = getText (_config >> "callbackProgress"); if (_callbackProgress == "") then { _callbackProgress = "true"; }; if (isNil _callbackProgress) then { _callbackProgress = compile _callbackProgress; } else { _callbackProgress = missionNamespace getvariable _callbackProgress; }; // Player Animation _callerAnim = [getText (_config >> "animationCaller"), getText (_config >> "animationCallerProne")] select (stance _caller == "PRONE"); _caller setvariable [QGVAR(selectedWeaponOnrepair), currentWeapon _caller]; // Cannot use secondairy weapon for animation if (currentWeapon _caller == secondaryWeapon _caller) then { _caller selectWeapon (primaryWeapon _caller); }; _wpn = ["non", "rfl", "pst"] select (1 + ([primaryWeapon _caller, handgunWeapon _caller] find (currentWeapon _caller))); _callerAnim = [_callerAnim, "[wpn]", _wpn] call CBA_fnc_replace; if (vehicle _caller == _caller && {_callerAnim != ""}) then { if (primaryWeapon _caller == "") then { _caller addWeapon "ACE_FakePrimaryWeapon"; }; if (currentWeapon _caller == "") then { _caller selectWeapon (primaryWeapon _caller); // unit always has a primary weapon here }; if (stance _caller == "STAND") then { _caller setvariable [QGVAR(repairPrevAnimCaller), "amovpknlmstpsraswrfldnon"]; } else { _caller setvariable [QGVAR(repairPrevAnimCaller), animationState _caller]; }; [_caller, _callerAnim] call EFUNC(common,doAnimation); }; //Get repair time _repairTime = if (isNumber (_config >> "repairTime")) then { getNumber (_config >> "repairTime"); } else { if (isText (_config >> "repairTime")) exitwith { _repairTimeConfig = getText(_config >> "repairTime"); if (isnil _repairTimeConfig) then { _repairTimeConfig = compile _repairTimeConfig; } else { _repairTimeConfig = missionNamespace getvariable _repairTimeConfig; }; if (typeName _repairTimeConfig == "SCALAR") exitwith { _repairTimeConfig; }; [_caller, _target, _selectionName, _className] call _repairTimeConfig; }; 0; }; // Start repair [ _repairTime, [_caller, _target, _selectionName, _className, _items, _usersOfItems], DFUNC(repair_success), DFUNC(repair_failure), getText (_config >> "displayNameProgress"), _callbackProgress, [] ] call EFUNC(common,progressBar); // Display Icon _iconDisplayed = getText (_config >> "actionIconPath"); if (_iconDisplayed != "") then { [QGVAR(repairActionIcon), true, _iconDisplayed, [1,1,1,1], getNumber(_config >> "actionIconDisplayTime")] call EFUNC(common,displayIcon); }; // handle display of text/hints _displayText = ""; if (_target != _caller) then { _displayText = getText(_config >> "displayTextOther"); } else { _displayText = getText(_config >> "displayTextSelf"); }; if (_displayText != "") then { ["displayTextStructured", [_caller], [[_displayText, [_caller] call EFUNC(common,getName), [_target] call EFUNC(common,getName)], 1.5, _caller]] call EFUNC(common,targetEvent); }; true;