#include "script_component.hpp" /* * Author: esteldunedain * Collect a entire tree of active actions * * Arguments: * 0: Object * 1: Original action tree * 2: Parent path * 3: Distance to base point (will be 0 for self/zeus/in-vehicle) * * Return Value: * Active children * * Example: * [bob, [array], [array], 5] call ACE_interact_menu_fnc_collectActoveActionTree * * Public: No */ params ["_object", "_origAction", "_parentPath", "_distanceToBasePoint"]; _origAction params ["_origActionData", "_origActionChildren"]; private _target = _object; private _player = ACE_player; // Check if the function should be modified first if !((_origActionData select 10) isEqualTo {}) then { // It should, so make a copy and pass it to the modifierFunction _origActionData = +_origActionData; [_target, ACE_player, _origActionData select 6, _origActionData] call (_origActionData select 10); }; _origActionData params ["_actionName", "", "", "_statementCode", "_conditionCode", "_insertChildrenCode", "_customParams", "", "_distance"]; // Return nothing if the action itself is not active if !([_target, ACE_player, _customParams] call _conditionCode) exitWith { [] }; // Return nothing if the action is to far (including checking sub actions) [DISABLED FOR NOW ref #2196] // if (_distanceToBasePoint > _distance) exitWith { // [] // }; private _fullPath = +_parentPath; _fullPath pushBack _actionName; private _activeChildren = []; // If there's a statement to dynamically insert children then execute it if !({} isEqualTo _insertChildrenCode) then { private _dynamicChildren = [_target, ACE_player, _customParams] call _insertChildrenCode; // Collect dynamic children class actions { private _action = [_x select 2, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree); if ((count _action) > 0) then { _activeChildren pushBack _action; }; nil } count _dynamicChildren; }; // Collect children class actions { private _action = [_object, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree); if ((count _action) > 0) then { _activeChildren pushBack _action; }; nil } count _origActionChildren; // Collect children object actions { _x params ["_actionData", "_pPath"]; // Check if the action is children of the original action if (_pPath isEqualTo _fullPath) then { private _action = [_object, [_actionData,[]], _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree); if ((count _action) > 0) then { _activeChildren pushBack _action; }; }; nil } count GVAR(objectActionList); // If the original action has no statement, and no children, don't display it if ((_activeChildren isEqualTo []) && {_statementCode isEqualTo {}}) exitWith { // @todo: Account for showDisabled? [] }; [_origActionData, _activeChildren, _object]