/* * Author: NouberNou and esteldunedain * Render all action points * * Arguments: * None * * Return Value: * None * * Example: * call ACE_interact_menu_fnc_renderActionPoints * * Public: No */ #include "script_component.hpp" GVAR(currentOptions) = []; private _player = ACE_player; GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]); GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL); private _fnc_renderNearbyActions = { // Render all nearby interaction menus #define MAXINTERACTOBJECTS 3 GVAR(foundActions) = []; GVAR(lastTimeSearchedActions) = diag_tickTime; private _numInteractObjects = 0; private _nearestObjects = nearestObjects [ACE_player, ["All"], 13]; { private _target = _x; // Quick oclussion test. Skip objects more than 1 m behind the camera plane private _lambda = ((getPosASL _x) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir); if ((_lambda > -1) && {!isObjectHidden _target}) then { private _numInteractions = 0; // Prevent interacting with yourself or your own vehicle if (_target != ACE_player && {_target != vehicle ACE_player}) then { // Iterate through object actions, find base level actions and render them if appropiate GVAR(objectActionList) = _target getVariable [QGVAR(actions), []]; { // Only render them directly if they are base level actions if ((_x select 1) isEqualTo []) then { // Try to render the menu private _action = _x; if ([_target, _action] call FUNC(renderBaseMenu)) then { _numInteractions = _numInteractions + 1; GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)]; }; }; nil } count GVAR(objectActionList); // Iterate through base level class actions and render them if appropiate private _namespace = GVAR(ActNamespace); private _classActions = _namespace getVariable typeOf _target; { private _action = _x; // Try to render the menu if ([_target, _action] call FUNC(renderBaseMenu)) then { _numInteractions = _numInteractions + 1; GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)]; }; nil } count _classActions; // Limit the amount of objects the player can interact with if (_numInteractions > 0) then { _numInteractObjects = _numInteractObjects + 1; }; }; }; if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {}; nil } count _nearestObjects; }; private _fnc_renderLastFrameActions = { { _x params ["_target", "_action", "_objectActionList"]; GVAR(objectActionList) = _objectActionList; [_target, _action] call FUNC(renderBaseMenu); nil } count GVAR(foundActions); }; private _fnc_renderSelfActions = { private _target = _this; // Set object actions for collectActiveActionTree GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []]; // Iterate through base level class actions and render them if appropiate private _namespace = GVAR(ActSelfNamespace); private _classActions = _namespace getVariable typeOf _target; private _pos = if !(GVAR(useCursorMenu)) then { //Convert to ASL, add offset and then convert back to AGL (handles waves when over water) ASLtoAGL ((AGLtoASL (positionCameraToWorld [0, 0, 0])) vectorAdd GVAR(selfMenuOffset)); } else { [0.5, 0.5] }; { _action = _x; [_target, _action, _pos] call FUNC(renderBaseMenu); nil } count _classActions; }; private _fnc_renderZeusActions = { { private _action = _x; [_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu); nil } count GVAR(ZeusActions); }; GVAR(collectedActionPoints) resize 0; // Render nearby actions, unit self actions or vehicle self actions as appropiate if (GVAR(openedMenuType) == 0) then { if (isNull curatorCamera) then { if (!(isNull (ACE_controlledUAV select 0))) then { // Render UAV self actions when in control of UAV AI (ACE_controlledUAV select 0) call _fnc_renderSelfActions; } else { if (vehicle ACE_player == ACE_player) then { if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then { // Once every 0.2 secs, collect nearby objects active and visible action points and render them call _fnc_renderNearbyActions; } else { // The rest of the frames just draw the same action points rendered the last frame call _fnc_renderLastFrameActions; }; } else { // Render vehicle self actions when in vehicle (vehicle ACE_player) call _fnc_renderSelfActions; }; }; } else { // Render zeus actions when zeus open (getAssignedCuratorLogic player) call _fnc_renderZeusActions; }; } else { ACE_player call _fnc_renderSelfActions; }; if (count GVAR(collectedActionPoints) > 1) then { // Do the oclusion pass // Order action points according to z GVAR(collectedActionPoints) sort true; for [{private _i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do { for [{private _j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do { // Check if action point _i is ocluded by _j private _delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1)); // If _i is inside a cone with 20ยบ half angle with origin on _j if ((_delta select 2 > 0.94) && {((GVAR(collectedActionPoints) select _i select 1) distance2d (GVAR(collectedActionPoints) select _j select 1)) < 0.1}) exitWith { GVAR(collectedActionPoints) deleteAt _i; }; }; }; }; // Render the non-ocluded points { _x params ["_z", "_sPos", "_activeActionTree"]; [[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu); nil } count GVAR(collectedActionPoints);