/* * Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support, esteldunedain * Continue process of digging trench. * * Arguments: * 0: trench * 1: unit * * Return Value: * None * * Example: * [TrenchObj, ACE_player] call ace_trenches_fnc_continueDiggingTrench * * Public: No */ #include "script_component.hpp" params ["_trench", "_unit"]; TRACE_2("continueDiggingTrench",_trench,_unit); private _actualProgress = _trench getVariable [QGVAR(progress), 0]; if(_actualProgress == 1) exitWith {}; // Mark trench as being worked on _trench setVariable [QGVAR(digging), true, true]; private _digTime = getNumber (configFile >> "CfgVehicles" >> (typeof _trench) >> QGVAR(diggingDuration)); private _digTimeLeft = _digTime * (1 - _actualProgress); private _placeData = _trench getVariable [QGVAR(placeData), [[], []]]; _placeData params ["_basePos", "_vecDirAndUp"]; private _trenchId = _unit getVariable [QGVAR(isDiggingId), -1]; if(_trenchId < 0) then { _trenchId = GVAR(trenchId); _unit setVariable [QGVAR(isDiggingId), _trenchId, true]; GVAR(trenchId) = GVAR(trenchId) + 1; }; // Create progress bar private _fnc_onFinish = { (_this select 0) params ["_unit", "_trench"]; _unit setVariable [QGVAR(isDiggingId), -1, true]; _trench setVariable [QGVAR(digging), false, true]; // Save progress global private _progress = _trench getVariable [QGVAR(progress), 0]; _trench setVariable [QGVAR(progress), _progress, true]; // Reset animation [_unit, "", 1] call EFUNC(common,doAnimation); }; private _fnc_onFailure = { (_this select 0) params ["_unit", "_trench"]; _unit setVariable [QGVAR(isDiggingId), -1, true]; _trench setVariable [QGVAR(digging), false, true]; // Save progress global private _progress = _trench getVariable [QGVAR(progress), 0]; _trench setVariable [QGVAR(progress), _progress, true]; // Reset animation [_unit, "", 1] call EFUNC(common,doAnimation); }; [(_digTimeLeft + 0.5), [_unit, _trench], _fnc_onFinish, _fnc_onFailure, localize LSTRING(DiggingTrench)] call EFUNC(common,progressBar); if(_actualProgress == 0) then { [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 1.0], _vecDirAndUp, _actualProgress] call FUNC(setTrenchPlacement); //Remove grass { private _trenchGrassCutter = createVehicle ["Land_ClutterCutter_medium_F", [0, 0, 0], [], 0, "NONE"]; private _cutterPos = AGLToASL (_trench modelToWorld _x); _cutterPos set [2, getTerrainHeightASL _cutterPos]; _trenchGrassCutter setPosASL _cutterPos; deleteVehicle _trenchGrassCutter; } foreach getArray (configFile >> "CfgVehicles" >> (typeof _trench) >> QGVAR(grassCuttingPoints)); }; private _progressLeft = (_actualProgress * 10) + 1; for "_i" from _progressLeft to 10 do { private _vectorDiffZ = 1 - (_i / 10); private _delay = _digTime * ((_i / 10) - _actualProgress); private _progress = _i / 10; [DFUNC(setTrenchPlacement), [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, _vectorDiffZ], _vecDirAndUp, _progress], _delay] call CBA_fnc_waitAndExecute; }; // Play animation [_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation);