ACE3/addons/arsenal/functions/fnc_buttonCargo.sqf
johnb432 c8404f496e
Arsenal - Add/Fix/Improve/Change numerous aspects (#9040)
* Arsenal update

* Fixes

* Update fnc_onSelChangedLeft.sqf

* Update fnc_updateUniqueItemsList.sqf

* Header fixes

* Fix for defines.hpp

Co-authored-by: Dystopian <sddex@ya.ru>

* Moved fnc_baseWeapon, filtered invalid items

* Update addons/arsenal/functions/fnc_scanConfig.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Fixes and tweaks

- Sorting is guaranteed to give a fixed order
- Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played.

* Cleanup, bug fixes and additions

- Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs.
- Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal.
- Added stronger filtering on item scopes (scope > 0 at least for every item)
- Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu,
- Unique backpacks in containers can now be removed with either the "-" or "clear all items" button.
- When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order.

* More fixes and tweaks

- Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array).
- Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely.
- Sorting now caches results, reducing repeated sorting times drastically.
- CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information.
- FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does.
- FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal.
- Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked.
- FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met).

* Update fnc_replaceUniqueItemsLoadout.sqf

* Update fnc_onSelChangedLeft.sqf

* Update fnc_scanConfig.sqf

* Update docs/wiki/framework/arsenal-framework.md

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Minor cleanup

* Baseweapon filtering

* Improvements + better unique items support

* Update fnc_fillRightPanel.sqf

* Update fnc_onSelChangedLeft.sqf

Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine.

* Update addons/common/functions/fnc_uniqueUnitItems.sqf

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

* undefined variable

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

* fix undefined loadout var

* Update fnc_fillLoadoutsList.sqf

---------

Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-07-21 21:25:25 +03:00

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#include "script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43
* Add or remove item(s) when the + or - button is pressed in the right panel.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
* 1: Add (1) or remove (-1) item <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
params ["_display", "_addOrRemove"];
private _add = _addOrRemove > 0;
private _ctrlList = _display displayCtrl IDC_rightTabContentListnBox;
private _lnbCurSel = lnbCurSelRow _ctrlList;
private _isUnique = (_ctrlList lnbValue [_lnbCurSel, 2]) == 1;
// If item is unique, don't allow adding more
if (_add && {_isUnique}) exitWith {};
private _containerItems = [];
private _item = _ctrlList lnbData [_lnbCurSel, 0];
// Update item count and currentItems array & get relevant container
private _container = switch (GVAR(currentLeftPanel)) do {
// Uniform
case IDC_buttonUniform: {
if (_add) then {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) addItemToUniform _item;
};
} else {
// Backpacks need special command to be removed
if (_isUnique && {_item in ((uiNamespace getVariable QGVAR(configItems)) get IDX_VIRT_BACKPACK)}) then {
[uniformContainer GVAR(center), _item, [1, 5] select GVAR(shiftState)] call CBA_fnc_removeBackpackCargo;
} else {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) removeItemFromUniform _item;
};
};
};
/// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 3, 0, 0, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_UNIFORM_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_UNIFORM) param [1, []]];
// Update load bar
(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadUniform GVAR(center));
uniformContainer GVAR(center)
};
// Vest
case IDC_buttonVest: {
if (_add) then {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) addItemToVest _item;
};
} else {
// Backpacks need special command to be removed
if (_isUnique && {_item in ((uiNamespace getVariable QGVAR(configItems)) get IDX_VIRT_BACKPACK)}) then {
[vestContainer GVAR(center), _item, [1, 5] select GVAR(shiftState)] call CBA_fnc_removeBackpackCargo;
} else {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) removeItemFromVest _item;
};
};
};
// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 0, 3, 0, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_VEST_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_VEST) param [1, []]];
// Update load bar
(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadVest GVAR(center));
vestContainer GVAR(center)
};
// Backpack
case IDC_buttonBackpack: {
if (_add) then {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) addItemToBackpack _item;
};
} else {
// Backpacks need special command to be removed
if (_isUnique && {_item in ((uiNamespace getVariable QGVAR(configItems)) get IDX_VIRT_BACKPACK)}) then {
[backpackContainer GVAR(center), _item, [1, 5] select GVAR(shiftState)] call CBA_fnc_removeBackpackCargo;
} else {
for "_i" from 1 to ([1, 5] select GVAR(shiftState)) do {
GVAR(center) removeItemFromBackpack _item;
};
};
};
// Get all items from container (excluding container itself)
_containerItems = [GVAR(center), 0, 0, 0, 3, false] call EFUNC(common,uniqueUnitItems);
// Update currentItems
GVAR(currentItems) set [IDX_CURR_BACKPACK_ITEMS, ((getUnitLoadout GVAR(center)) select IDX_LOADOUT_BACKPACK) param [1, []]];
// Update load bar
(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadBackpack GVAR(center));
backpackContainer GVAR(center)
};
};
// Find out how many items of that type there are and update the number displayed
_ctrlList lnbSetText [[_lnbCurSel, 2], str (_containerItems getOrDefault [_item, 0])];
[QGVAR(cargoChanged), [_display, _item, _addOrRemove, GVAR(shiftState)]] call CBA_fnc_localEvent;
// Refresh availibility of items based on space remaining in container
[_ctrlList, _container, _containerItems isNotEqualTo []] call FUNC(updateRightPanel);