/* * Author: PabstMirror * Scans the buidling type for UserActions and Ladder mount points. * * Arguments: * 0: Building Classname * * Return Value: * [[Array of MemPoints], [Array Of Actions]] * * Example: * ["Land_i_House_Big_01_V1_F"] call ace_interact_menu_fnc_userActions_getHouseActions * * Public: No */ #include "script_component.hpp" params ["_typeOfBuilding"]; private _searchIndex = GVAR(cachedBuildingTypes) find _typeOfBuilding; if (_searchIndex != -1) exitWith {GVAR(cachedBuildingActionPairs) select _searchIndex}; private _memPoints = []; private _memPointsActions = []; //Get the offset for a memory point: private _fnc_getMemPointOffset = { params ["_memoryPoint"]; _memPointIndex = _memPoints find _memoryPoint; _actionOffset = [0,0,0]; if (_memPointIndex == -1) then { _memPoints pushBack _memoryPoint; _memPointsActions pushBack []; } else { _actionOffset set [2, 0.0254 * (count (_memPointsActions select _memPointIndex))]; }; _actionOffset }; // Add UserActions for the building: private _fnc_userAction_Statement = { params ["_target", "_player", "_variable"]; _variable params ["_actionStatement", "_actionCondition"]; this = _target getVariable [QGVAR(building), objNull]; call _actionStatement; }; private _fnc_userAction_Condition = { params ["_target", "_player", "_variable"]; _variable params ["_actionStatement", "_actionCondition"]; this = _target getVariable [QGVAR(building), objNull]; if (isNull this) exitWith {false}; call _actionCondition; }; private _configPath = configFile >> "CfgVehicles" >> _typeOfBuilding >> "UserActions"; for "_index" from 0 to ((count _configPath) - 1) do { private _actionPath = _configPath select _index; private _actionDisplayName = getText (_actionPath >> "displayName"); private _actionDisplayNameDefault = getText (_actionPath >> "displayNameDefault"); private _actionPosition = getText (_actionPath >> "position"); private _actionCondition = getText (_actionPath >> "condition"); private _actionStatement = getText (_actionPath >> "statement"); private _actionMaxDistance = getNumber (_actionPath >> "radius"); if (_actionDisplayName == "") then {_actionDisplayName = (configName _x);}; if (_actionPosition == "") then {ERROR("Bad Position");}; if (_actionCondition == "") then {_actionCondition = "true";}; if (_actionStatement == "") then {ERROR("No Statement");}; _actionStatement = compile _actionStatement; _actionCondition = compile _actionCondition; _actionMaxDistance = _actionMaxDistance + 0.1; //increase range slightly //extension ~4x as fast: private _iconImage = "ace_parse_imagepath" callExtension _actionDisplayNameDefault; private _actionOffset = [_actionPosition] call _fnc_getMemPointOffset; private _memPointIndex = _memPoints find _actionPosition; _action = [(configName _actionPath), _actionDisplayName, _iconImage, _fnc_userAction_Statement, _fnc_userAction_Condition, {}, [_actionStatement, _actionCondition], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction); (_memPointsActions select _memPointIndex) pushBack _action; }; // Add Ladder Actions for the building: private _fnc_ladder_ladderUp = { params ["_target", "_player", "_variable"]; _variable params ["_ladderIndex"]; private _building = _target getVariable [QGVAR(building), objNull]; TRACE_3("Ladder Action - UP",_player,_building,_ladderIndex); _player action ["LadderUp", _building, _ladderIndex, 0]; }; private _fnc_ladder_ladderDown = { params ["_target", "_player", "_variable"]; _variable params ["_ladderIndex"]; private _building = _target getVariable [QGVAR(building), objNull]; TRACE_3("Ladder Action - Down",_player,_building,_ladderIndex); _player action ["LadderDown", _building, _ladderIndex, 1]; }; private _fnc_ladder_conditional = { params ["_target", "_player"]; //(Check distance < 2) and (Don't show actions if on a ladder) ((_target distance _player) < 2) && {((getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _player) >> "onLadder")) == 0)} }; private _ladders = getArray (configFile >> "CfgVehicles" >> _typeOfBuilding >> "ladders"); { _x params ["_ladderBottomMemPoint", "_ladderTopMemPoint"]; private _actionMaxDistance = 3; //interact_menu will check head -> target's offset; leave this high and do a precice distance check in condition private _actionDisplayName = localize "str_action_ladderup"; private _iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderup_ca.paa"; //Ladder Up Action: private _actionOffset = [_ladderBottomMemPoint] call _fnc_getMemPointOffset; _actionOffset = _actionOffset vectorAdd [0,0,1]; private _memPointIndex = _memPoints find _ladderBottomMemPoint; private _action = [format ["LadderUp_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderUp, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction); (_memPointsActions select _memPointIndex) pushBack _action; _actionDisplayName = localize "str_action_ladderdown"; _iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa"; //Ladder Down Action: _actionOffset = [_ladderTopMemPoint] call _fnc_getMemPointOffset; _actionOffset = _actionOffset vectorAdd [0,0,0.25]; _memPointIndex = _memPoints find _ladderTopMemPoint; _action = [format ["LadderDown_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderDown, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction); (_memPointsActions select _memPointIndex) pushBack _action; } forEach _ladders; GVAR(cachedBuildingTypes) pushBack _typeOfBuilding; GVAR(cachedBuildingActionPairs) pushBack [_memPoints, _memPointsActions]; [_memPoints, _memPointsActions]