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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
138 lines
6.0 KiB
Plaintext
138 lines
6.0 KiB
Plaintext
/*
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* Author: PabstMirror
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* Scans the buidling type for UserActions and Ladder mount points.
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*
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* Arguments:
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* 0: Building Classname <STRING>
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*
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* Return Value:
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* [[Array of MemPoints], [Array Of Actions]] <ARRAY>
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*
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* Example:
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* ["Land_i_House_Big_01_V1_F"] call ace_interact_menu_fnc_userActions_getHouseActions
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_typeOfBuilding"];
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private _searchIndex = GVAR(cachedBuildingTypes) find _typeOfBuilding;
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if (_searchIndex != -1) exitWith {GVAR(cachedBuildingActionPairs) select _searchIndex};
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private _memPoints = [];
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private _memPointsActions = [];
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//Get the offset for a memory point:
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private _fnc_getMemPointOffset = {
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params ["_memoryPoint"];
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_memPointIndex = _memPoints find _memoryPoint;
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_actionOffset = [0,0,0];
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if (_memPointIndex == -1) then {
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_memPoints pushBack _memoryPoint;
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_memPointsActions pushBack [];
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} else {
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_actionOffset set [2, 0.0254 * (count (_memPointsActions select _memPointIndex))];
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};
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_actionOffset
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};
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// Add UserActions for the building:
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private _fnc_userAction_Statement = {
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params ["_target", "_player", "_variable"];
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_variable params ["_actionStatement", "_actionCondition"];
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this = _target getVariable [QGVAR(building), objNull];
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call _actionStatement;
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};
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private _fnc_userAction_Condition = {
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params ["_target", "_player", "_variable"];
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_variable params ["_actionStatement", "_actionCondition"];
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this = _target getVariable [QGVAR(building), objNull];
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if (isNull this) exitWith {false};
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call _actionCondition;
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};
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private _configPath = configFile >> "CfgVehicles" >> _typeOfBuilding >> "UserActions";
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for "_index" from 0 to ((count _configPath) - 1) do {
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private _actionPath = _configPath select _index;
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private _actionDisplayName = getText (_actionPath >> "displayName");
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private _actionDisplayNameDefault = getText (_actionPath >> "displayNameDefault");
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private _actionPosition = getText (_actionPath >> "position");
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private _actionCondition = getText (_actionPath >> "condition");
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private _actionStatement = getText (_actionPath >> "statement");
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private _actionMaxDistance = getNumber (_actionPath >> "radius");
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if (_actionDisplayName == "") then {_actionDisplayName = (configName _x);};
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if (_actionPosition == "") then {ERROR("Bad Position");};
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if (_actionCondition == "") then {_actionCondition = "true";};
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if (_actionStatement == "") then {ERROR("No Statement");};
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_actionStatement = compile _actionStatement;
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_actionCondition = compile _actionCondition;
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_actionMaxDistance = _actionMaxDistance + 0.1; //increase range slightly
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//extension ~4x as fast:
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private _iconImage = "ace_parse_imagepath" callExtension _actionDisplayNameDefault;
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private _actionOffset = [_actionPosition] call _fnc_getMemPointOffset;
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private _memPointIndex = _memPoints find _actionPosition;
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_action = [(configName _actionPath), _actionDisplayName, _iconImage, _fnc_userAction_Statement, _fnc_userAction_Condition, {}, [_actionStatement, _actionCondition], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
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(_memPointsActions select _memPointIndex) pushBack _action;
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};
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// Add Ladder Actions for the building:
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private _fnc_ladder_ladderUp = {
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params ["_target", "_player", "_variable"];
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_variable params ["_ladderIndex"];
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private _building = _target getVariable [QGVAR(building), objNull];
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TRACE_3("Ladder Action - UP",_player,_building,_ladderIndex);
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_player action ["LadderUp", _building, _ladderIndex, 0];
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};
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private _fnc_ladder_ladderDown = {
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params ["_target", "_player", "_variable"];
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_variable params ["_ladderIndex"];
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private _building = _target getVariable [QGVAR(building), objNull];
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TRACE_3("Ladder Action - Down",_player,_building,_ladderIndex);
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_player action ["LadderDown", _building, _ladderIndex, 1];
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};
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private _fnc_ladder_conditional = {
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params ["_target", "_player"];
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//(Check distance < 2) and (Don't show actions if on a ladder)
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((_target distance _player) < 2) && {((getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _player) >> "onLadder")) == 0)}
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};
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private _ladders = getArray (configFile >> "CfgVehicles" >> _typeOfBuilding >> "ladders");
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{
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_x params ["_ladderBottomMemPoint", "_ladderTopMemPoint"];
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private _actionMaxDistance = 3; //interact_menu will check head -> target's offset; leave this high and do a precice distance check in condition
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private _actionDisplayName = localize "str_action_ladderup";
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private _iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderup_ca.paa";
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//Ladder Up Action:
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private _actionOffset = [_ladderBottomMemPoint] call _fnc_getMemPointOffset;
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_actionOffset = _actionOffset vectorAdd [0,0,1];
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private _memPointIndex = _memPoints find _ladderBottomMemPoint;
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private _action = [format ["LadderUp_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderUp, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
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(_memPointsActions select _memPointIndex) pushBack _action;
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_actionDisplayName = localize "str_action_ladderdown";
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_iconImage = "\A3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa";
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//Ladder Down Action:
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_actionOffset = [_ladderTopMemPoint] call _fnc_getMemPointOffset;
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_actionOffset = _actionOffset vectorAdd [0,0,0.25];
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_memPointIndex = _memPoints find _ladderTopMemPoint;
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_action = [format ["LadderDown_%1", _forEachIndex], _actionDisplayName, _iconImage, _fnc_ladder_ladderDown, _fnc_ladder_conditional, {}, [_forEachIndex], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
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(_memPointsActions select _memPointIndex) pushBack _action;
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} forEach _ladders;
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GVAR(cachedBuildingTypes) pushBack _typeOfBuilding;
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GVAR(cachedBuildingActionPairs) pushBack [_memPoints, _memPointsActions];
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[_memPoints, _memPointsActions]
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