ACE3/addons/rearm/functions/fnc_addRearmActions.sqf
Cyruz 8c69bd25ea
Rearm - Show distance to target on actions (#9866)
* Show rearm distance in action

* Update addons/rearm/functions/fnc_addRearmActions.sqf

---------

Co-authored-by: Cyruz143 <root.cyruz@gmail.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
2024-03-20 05:06:45 -07:00

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#include "..\script_component.hpp"
/*
* Author: GitHawk
* Show the resupplyable ammunition of all surrounding vehicles.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* ChildActions <ARRAY>
*
* Example:
* [tank, player] call ace_rearm_fnc_addRearmActions
*
* Public: No
*/
params ["_truck", "_player"];
private _vehicles = nearestObjects [_truck, ["AllVehicles"], GVAR(distance)];
_vehicles = _vehicles select {
_x != _truck
&& {!(_x isKindOf "CAManBase")}
&& {alive _x}
&& {!(_x getVariable [QGVAR(disabled), false])}
};
private _cswCarryMagazines = [];
private _vehicleActions = [];
{
private _vehicle = _x;
private _displayName = getText (configOf _vehicle >> "displayName");
private _distanceStr = (ACE_player distance _vehicle) toFixed 1;
private _actionName = format ["%1 (%2m)", _displayName, _distanceStr];
// Array of magazines that can be rearmed in the vehicle
private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
// _needRearmMags without duplicates
private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
if (["ace_csw"] call EFUNC(common,isModLoaded)) then {
([_vehicle] call EFUNC(csw,aceRearmGetCarryMagazines)) params ["_turretMagsCSW", "_allCarryMags"];
TRACE_3("csw compat",_vehicle,_turretMagsCSW,_allCarryMags);
_cswCarryMagazines append _allCarryMags;
_magazineHelper = _magazineHelper - _turretMagsCSW;
};
TRACE_2("can add",_x,_magazineHelper);
if (_magazineHelper isNotEqualTo []) then {
private _icon = getText(configOf _vehicle >> "Icon");
if !((_icon select [0, 1]) == "\") then {
_icon = "";
};
if (GVAR(level) == 0) then {
// [Level 0] adds a single action to rearm the entire vic
private _action = [
_vehicle,
_actionName,
_icon,
{_this call FUNC(rearmEntireVehicle)},
{true},
{},
_vehicle
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, [], _truck];
} else {
// [Level 1,2] - Add actions for each magazine
private _actions = [];
{
private _action = [
_x,
_x call FUNC(getMagazineName),
getText(configFile >> "CfgMagazines" >> _x >> "picture"),
{_this call FUNC(takeAmmo)},
{true},
{},
[_x, _vehicle]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _truck];
} forEach _magazineHelper;
private _action = [
_vehicle,
_actionName,
_icon,
{},
{true},
{},
[]
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, _actions, _truck];
};
};
} forEach _vehicles;
if (_cswCarryMagazines isNotEqualTo []) then {
_cswCarryMagazines = _cswCarryMagazines arrayIntersect _cswCarryMagazines;
_cswCarryMagazines = _cswCarryMagazines select {[_truck, _x] call FUNC(hasEnoughSupply)};
private _baseAction = [QGVAR(cswTake), "CSW", "", {}, {true}] call EFUNC(interact_menu,createAction);
private _subActions = _cswCarryMagazines apply {
private _action = [
_x,
_x call FUNC(getMagazineName),
getText(configFile >> "CfgMagazines" >> _x >> "picture"),
{_this call FUNC(takeAmmo)},
{true},
{},
[_x, _player]
] call EFUNC(interact_menu,createAction);
[_action, [], _truck];
};
_vehicleActions pushBack [_baseAction, _subActions, _truck];
};
_vehicleActions