ACE3/addons/common/functions/fnc_addActionEventHandler.sqf

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/*
* Author: commy2
* Add an addAction event to a unit. Used to handle multiple addAction events. Global arguments, local effects. Does only work for player controlled units.
*
* Arguments:
* 0: Unit the action should be assigned to <OBJECT>
* 1: Name of the action, e.g. "DefaultAction" <STRING>
* 2: Condition <CODE, STRING>
* 3: Code to execute <CODE, STRING>
*
* Return Value:
* ID of the action (used to remove it later) <NUMBER>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_action", "_condition", "_statement"];
if (_condition isEqualType "") then {
_condition = compile _condition;
};
if (_statement isEqualType "") then {
_statement = compile _statement;
};
private _name = format ["ACE_Action_%1", _action];
private _actionsVar = _unit getVariable [_name, [-1, [-1, [], []], objNull]];
if (_unit != _actionsVar select 2) then { // check if the unit is still valid, fixes respawn issues
_actionsVar = [-1, [-1, [], []], objNull];
};
_actionsVar params ["_actionID", "_actionsArray"];
_actionsArray params ["_id", "_actionIDs", "_actions"];
_id = _id + 1;
_actionIDs pushBack _id;
_actions pushBack [_condition, _statement];
// first action to add, unit needs addAction command
if (_actionID == -1) then {
private _addAction = call compile format [
"[
'',
{if (inputAction '%1' == 0) exitWith {}; {if (_this call (_x select 0)) then {_this call (_x select 1)}} forEach (((_this select 0) getVariable '%2') select 1 select 2)},
nil,
-1,
false,
true,
'%1',
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; _actions = (_this getVariable '%2') select 1 select 2; _count = count _actions; _index = 0; _return = false; while {_index < _count && {!_return}} do {_return = [_target, _this] call ((_actions select _index) select 0); _index = _index + 1}; _return""
]",
_action,
_name
];
_actionID = _unit addAction _addAction;
};
_unit setVariable [_name, [_actionID, [_id, _actionIDs, _actions], _unit], false];
_id