ACE3/addons/repair/functions/fnc_getFullRepairTime.sqf

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#include "..\script_component.hpp"
/*
* Author: LinkIsGrim
* Calculates the Full Repair time based on the amount of hitpoints to repair
*
* Arguments:
* 0: Engineer <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return Value:
* Repair Time <NUMBER>
*
* Example:
* [player, vehicle] call ace_repair_fnc_getFullRepairTime
*
* Public: No
*/
params ["_engineer", "_vehicle"];
private _allHitPointsDamage = getAllHitPointsDamage _vehicle;
_allHitPointsDamage params ["_hitPoints", "", "_damageValues"];
private _selectionsToIgnore = _vehicle call FUNC(getSelectionsToIgnore);
private _repairsNeeded = 0;
private _doExtraRepair = false;
{
if (_x <= 0) then {continue}; // skip hitpoints that don't need repairs
if (_forEachIndex in _selectionsToIgnore) then { // only add extra repair for ignore hitpoints if they're damaged
_doExtraRepair = true;
continue
};
_repairsNeeded = _repairsNeeded + ceil (_x / 0.5); // repair is capped at 0.5 in FUNC(doRepair)
} forEach _damageValues;
if (_doExtraRepair) then {
_repairsNeeded = _repairsNeeded + 1;
};
_repairsNeeded * GVAR(miscRepairTime) * GVAR(timeCoefficientFullRepair) // return