ACE3/addons/repair/functions/fnc_fullRepairProgress.sqf
Grim 04e41a4d5a
Repair - Make Full Repair Time dependent on vehicle damage (#8417)
* add variable full repair time

* enable compile cache

* Fix stupid

* whoops

* incremental full repair

* cleanup function header

* ignore hitpoints inFullRepairProgress

* fix getHitPointsToIgnore

* final cleanup

* don't show repair hint while doing full repair

* make this all work

* fix stupid

put this back in place

* Add setting for speedup when near repair facility/vehicle

enable compile cache

* refactor near repair facility/vehicle checks

* remove skipping hint from do_repair

better for feedback this way

* git diff stuff

* use functions directly in ACE_Repair.hpp

* add check for vehicle proximity

* add a new line

* switch to multiply by setting instead

* speed boost settings, remove exit addRepairActions

* stringtable

* remove speed boost settings

* fix things, add forceDisplayName

* name in function header

* fix TRACE

* add animation looping

* remove systemChat

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* add time coefficient setting

* move to repair category

* time coefficient max and default values

---------

Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
2023-07-06 06:52:04 +03:00

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#include "script_component.hpp"
/*
* Author: LinkIsGrim
* Handles full repair by periodically repairing damaged hitpoints.
*
* Arguments:
* 0: Arguments <ARRAY>
* 0: Engineer <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Hitpoint <STRING> (unused)
* 3: Repair action classname <STRING>
* 1: Elapsed Time <NUMBER>
* 2: Total Time <NUMBER>
*
* Return Value:
* Continue Repair <BOOL>
*
* Example:
* [[objNull, player], 5, 10] call ace_repair_fnc_fullRepairProgress
*
* Public: No
*/
params ["_args", "_elapsedTime", "_totalTime"];
_args params ["_engineer", "_vehicle", "", "_action"];
if !((alive _vehicle) && {(abs speed _vehicle) < 1}) exitWith {false}; // make sure vehicle doesn't drive off
// Not enough time has elapsed to repair a hitpoint
if (_totalTime - _elapsedTime > ([_engineer, _vehicle] call FUNC(getFullRepairTime)) - (GVAR(miscRepairTime) * GVAR(timeCoefficientFullRepair))) exitWith {true};
private _allHitPointsDamage = getAllHitPointsDamage _vehicle;
_allHitPointsDamage params ["_hitPoints", "", "_damageValues"];
private _hitPointsToIgnore = [_vehicle] call FUNC(getHitPointsToIgnore);
private _firstDamagedIndex = {
private _hitPoint = _hitPoints select _forEachIndex;
if (_x > 0 && {!(_hitPoint in _hitPointsToIgnore)}) exitWith {_forEachIndex};
-1
} forEach _damageValues;
// Stop repairing if there are no more damaged hitpoints
// callBackSuccess to FUNC(doFullRepair) for ignored hitpoints
if (_firstDamagedIndex == -1) exitWith {true};
// Repair the first damaged hitpoint
[_engineer, _vehicle, _firstDamagedIndex, _action] call FUNC(doRepair);
true