ACE3/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

136 lines
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#include "script_component.hpp"
/*
* Author: NouberNou and esteldunedain
* Compile the self action menu from config for an object's class
*
* Arguments:
* 0: Object or class name <OBJECT> or <STRING>
*
* Return Value:
* None
*
* Example:
* [bob] call ACE_interact_menu_fnc_compileMenuSelfAction
*
* Public: No
*/
params ["_target"];
private _objectType = _target;
if (_target isEqualType objNull) then {
_objectType = typeOf _target;
};
private _namespace = GVAR(ActSelfNamespace);
// Exit if the action menu is already compiled for this class
if !(isNil {_namespace getVariable _objectType}) exitWith {};
private _recurseFnc = {
params ["_actionsCfg"];
private _actions = [];
{
private _entryCfg = _x;
if(isClass _entryCfg) then {
private _displayName = getText (_entryCfg >> "displayName");
private _icon = if (isArray (_entryCfg >> "icon")) then {
getArray (_entryCfg >> "icon");
} else {
[getText (_entryCfg >> "icon"), "#FFFFFF"];
};
private _statement = compile (getText (_entryCfg >> "statement"));
private _condition = getText (_entryCfg >> "condition");
if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition
_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, _target, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
private _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
private _modifierFunction = compile (getText (_entryCfg >> "modifierFunction"));
private _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
private _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
private _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
private _runOnHover = true;
if (isText (_entryCfg >> "runOnHover")) then {
_runOnHover = compile getText (_entryCfg >> "runOnHover");
} else {
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
};
_condition = compile _condition;
private _children = [_entryCfg] call _recurseFnc;
private _entry = [
[
configName _entryCfg,
_displayName,
_icon,
_statement,
_condition,
_insertChildren,
[],
[0,0,0],
10, //distace
[_showDisabled,_enableInside,_canCollapse,_runOnHover, true],
_modifierFunction
],
_children
];
_actions pushBack _entry;
};
nil
} count (configProperties [_actionsCfg, "isClass _x", true]);
_actions
};
private _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
private _baseDisplayName = "";
private _baseIcon = "";
if (_objectType isKindOf "CAManBase") then {
_baseDisplayName = localize LSTRING(SelfActionsRoot);
_baseIcon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
} else {
_baseDisplayName = getText (configFile >> "CfgVehicles" >> _objectType >> "displayName");
//Alt would be to just use a static text, if veh names end up being too long:
// _baseDisplayName = localize LSTRING(VehicleActionsRoot);
//Pull the icon from the vehicle's config:
_baseIcon = getText (configFile >> "CfgVehicles" >> _objectType >> "Icon");
//icon could be a CfgVehicleIcons
if isText (configFile >> "CfgVehicleIcons" >> _baseIcon) then {
_baseIcon = getText (configFile >> "CfgVehicleIcons" >> _baseIcon);
};
};
TRACE_1("Building ACE_SelfActions",_objectType);
// Create a master action to base on self action
private _actions = [
[
[
"ACE_SelfActions",
_baseDisplayName,
_baseIcon,
{
// Dummy statement so it's not collapsed when there's no available actions
true
},
{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder", "isNotRefueling"]] call EFUNC(common,canInteractWith)},
{},
{},
"Spine3",
10,
[false,true,false,false,false]
],
[_actionsCfg] call _recurseFnc
]
];
_namespace setVariable [_objectType, _actions];