ACE3/addons/csw/functions/fnc_reload_canLoadMagazine.sqf
GhostIsSpooky a4ae61f1fc
CSW - Add reloading from nearSupplies (#8776)
* allow players to reload from nearSupplies

* limit reloading to friendly sides

* add handling for ai getting inside empty weapon

* configOf for lookup

* add getin handler, hammer out remaining bugs

* configOf lookup

* improve friendly/object filter

* more configOf lookups

* Capitalize settings, add ammo storage setting

* remove systemChat

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* fix TRACE

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2022-03-07 12:29:19 -06:00

73 lines
2.9 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: PabstMirror &Dani (TCVM)
* Tests if unit can load a magazine into a static weapon.
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 1: Turret Path <ARRAY>
* 2: Carryable Magazine <STRING>
* 3: Supplier <OBJECT>
*
* Return Value:
* [CanLoad<BOOL>, LoadedMag<STRING>, AmmoNeeded<NUMBER>, IsBeltLinking<BOOL>]<ARRAY>
*
* Example:
* [cursorObject, [0], "ACE_csw_100Rnd_127x99_mag_red", player] call ace_csw_fnc_reload_canLoadMagazine
*
* Public: No
*/
params ["_vehicle", "_turret", "_carryMag", ["_magSource", objNull]];
// TRACE_4("reload_canLoadMagazine",_vehicle,_turret,_carryMag,_magSource);
private _return = [false, "", -2, false];
// Handle disassembled or deleted
if (!alive _vehicle) exitWith { _return };
// Verify holder has carry magazine
if (
(!isNull _magSource) &&
{!((_magSource isKindOf "Bag_Base") || {_magSource isKindOf "ContainerSupply"})} && // hacky workaround for magazines within dropped backpacks
{
((_vehicle distance _magSource) > 10) ||
{((magazineCargo _magSource) findIf {_x == _carryMag}) == -1}
}
) exitWith { _return };
// solve config lookups
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgMagazinesCarryMag = _cfgMagazines >> _carryMag;
private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
if (_desiredAmmo == 0) then { _desiredAmmo = 100; };
private _ammoNeeded = _desiredAmmo min getNumber (_cfgMagazinesCarryMag >> "count"); // assume it needs full carry mag
private _loadedMag = "";
private _isBeltLinking = false;
scopeName "main";
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if (_xTurret isEqualTo _turret) then {
if (_loadedMag != "") exitWith { [false, _loadedMag, -3, false] breakOut "main"; }; // Exit if static has multiple mags
_loadedMag = _xMag;
if (_xAmmo > 0) then {
// There is a magazine with ammo loaded in the turret (are there any multi-muzzle static weapons??), see if we can add to this mag
if (getNumber (_cfgMagazinesCarryMag >> _xMag) != 1) exitWith {
[false, _loadedMag, -4, false] breakOut "main"; // Carry mag cannot be added to existing vehicle mag (e.g. red to green tracers)
};
if (getNumber (_cfgMagazinesCarryMag >> "ACE_isBelt") == 0) exitWith {
[false, _loadedMag, -5, false] breakOut "main"; // Non-linkable mag loaded, can't add any more
};
private _maxMagazineAmmo = _desiredAmmo min getNumber (_cfgMagazines >> _xMag >> "count");
if (_xAmmo >= _maxMagazineAmmo) exitWith {
[false, _loadedMag, -6, false] breakOut "main"; // Already at capicity
};
_ammoNeeded = _maxMagazineAmmo - _xAmmo;
_isBeltLinking = true;
};
};
} forEach (magazinesAllTurrets _vehicle);
[true, _loadedMag, _ammoNeeded, _isBeltLinking]