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b489750d5b
* Optimizations with private, params, and isEqualType * Fixed tab being used instead of space * Fixed tabs inserted by notepad++ * More usage of new private syntax and params - changed a few checks for an array being empty to `_arr isEqualTo []` rather than `count _arr == 0` - added more uses of `private` on the same line as the variable is declared - added more uses of params to assign variables passed as parameters - removed unnecessary parentheses - removed several unnecessary variable declarations with private array syntax * clean up and formatting
234 lines
8.9 KiB
Plaintext
234 lines
8.9 KiB
Plaintext
/*
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* Author: commy2
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* Move unit into given vehicle position or switch to that position if the unit is already inside the vehicle.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Position ("Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver", "Cargo") <STRING>
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* 3: Index (only applies to "Turret", "FFV", "Codriver", "Cargo") (default: next free index) <NUMBER>
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*
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* Return Value:
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* None
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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#define CANGETINDRIVER (isNull (driver _vehicle) || {!alive driver _vehicle}) && {!lockedDriver _vehicle} && {getNumber (_config >> "isUav") != 1}
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#define CANGETINTURRETINDEX (isNull (_vehicle turretUnit _turret) || {!alive (_vehicle turretUnit _turret)}) && {!(_vehicle lockedTurret _turret)} && {getNumber (_config >> "isUav") != 1}
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params ["_unit", "_vehicle", "_position", ["_index", -1]];
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_position = toLower _position;
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// general
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if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false};
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private _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
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private _turret = [];
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private _isInside = vehicle _unit == _vehicle;
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private _script = {};
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private _enemiesInVehicle = false; //Possible Side Restriction
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{
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if (side _unit getFriend side _x < 0.6) exitWith {_enemiesInVehicle = true};
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false
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} count crew _vehicle;
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switch (_position) do {
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case "driver" : {
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if (CANGETINDRIVER) then {
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_script = [
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{_unit action [["GetInDriver", "MoveToDriver"] select _isInside, _vehicle];},
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{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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};
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};
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case "pilot" : {
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if (CANGETINDRIVER) then {
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_script = [
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{_unit action [["GetInPilot", "MoveToPilot"] select _isInside, _vehicle];},
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{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "driver";
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};
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};
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case "gunner" : {
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_turret = [_vehicle] call FUNC(getTurretGunner);
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if (CANGETINTURRETINDEX) then {
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_script = [
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{_unit action [["GetInGunner", "MoveToGunner"] select _isInside, _vehicle];},
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{if (_isInside) then {moveOut _unit}; _unit moveInGunner _vehicle; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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};
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};
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case "commander" : {
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_turret = [_vehicle] call FUNC(getTurretCommander);
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if (CANGETINTURRETINDEX) then {
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_script = [
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{_unit action [["GetInCommander", "MoveToCommander"] select _isInside, _vehicle];},
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{if (_isInside) then {moveOut _unit}; _unit moveInCommander _vehicle; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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};
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};
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case "copilot" : {
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_turret = [_vehicle] call FUNC(getTurretCopilot);
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if (CANGETINTURRETINDEX) then {
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_script = [
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{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
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{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
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};
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};
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case "turret" : {
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private _turrets = [_vehicle] call FUNC(getTurretsOther);
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if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
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_script = [
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{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
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{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "gunner";
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} else {
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for "_index" from 0 to (count _turrets - 1) do {
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_turret = _turrets select _index;
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if (CANGETINTURRETINDEX) exitWith {
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_script = [
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{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
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{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "gunner";
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};
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};
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};
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};
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case "ffv" : {
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private _turrets = [_vehicle] call FUNC(getTurretsFFV);
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if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
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_script = [
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{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
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{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
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} else {
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for "_index" from 0 to (count _turrets - 1) do {
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_turret = _turrets select _index;
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if (CANGETINTURRETINDEX) exitWith {
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_script = [
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{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
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{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
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};
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};
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};
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};
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case "codriver" : {
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private _positions = [typeOf _vehicle] call FUNC(getVehicleCodriver);
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{
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if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))};
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} forEach crew _vehicle;
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if (_index != -1 && {_index in _positions}) then {
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_script = [
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{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
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{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "cargo";
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} else {
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_index = _positions select 0;
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if (!isNil "_index") then {
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_script = [
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{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
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{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "cargo";
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};
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};
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};
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case "cargo" : {
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private _positions = [typeOf _vehicle] call FUNC(getVehicleCargo);
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{
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if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))};
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} forEach crew _vehicle;
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if (_index != -1 && {_index in _positions}) then {
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_script = [
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{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
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{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "cargo";
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} else {
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_index = _positions select 0;
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if (!isNil "_index") then {
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_script = [
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{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
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{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
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] select _enemiesInVehicle;
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_position = "cargo";
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};
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};
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};
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default {};
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};
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// this will execute all config based event handlers. Not script based ones unfortunately, but atleast we don't use any.
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private _fnc_getInEH = {
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// config based getIn EHs are assigned to the soldier, not the vehicle. Why Bis? Why?
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private _config = configFile >> "CfgVehicles" >> typeOf _unit >> "EventHandlers";
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if (isClass _config) then {
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//getIn is local effects with global arguments. It doesn't trigger if the unit was already inside and only switched seats
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if !(_isInside) then {
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[_vehicle, _position, _unit, _turret] call compile getText (_config >> "getIn");
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};
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};
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};
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// if you want into the cargo and you can't, then check ffv turrets aswell
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if (_position == "cargo") exitWith {
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if (_script isEqualTo {}) then {
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[_unit, _vehicle, "ffv"] call FUNC(getInPosition);
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} else {
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call _script;
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};
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};
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call _script;
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/*
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sleep 0.1;
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if ((vehicle _unit) != _vehicle) then {
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["fn_getInPosition.sqf - Side Restriction, failed to move _unit into vehicle"] call bis_fnc_error;
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_unit moveInAny _vehicle; //attempt to fail gracefully
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};
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*/
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